vtk-m/vtkm/rendering/SceneRendererGL.h
Kenneth Moreland 507222c489 Change rendering classes to use Range and Bounds
In addition to this being necessary to be compatible with recent
changes, it makes for cleaner declaration of these values.
2016-05-29 18:49:37 -06:00

146 lines
5.5 KiB
C++

//============================================================================
// 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 2015 Sandia Corporation.
// Copyright 2015 UT-Battelle, LLC.
// Copyright 2015 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.
//============================================================================
#ifndef vtk_m_rendering_SceneRendererGL_h
#define vtk_m_rendering_SceneRendererGL_h
#include <vtkm/cont/DataSet.h>
#include <vtkm/cont/CoordinateSystem.h>
#include <vtkm/cont/DynamicArrayHandle.h>
#include <vtkm/rendering/SceneRenderer.h>
#include <vtkm/rendering/ColorTable.h>
#include <vtkm/rendering/View.h>
#include <vtkm/rendering/Triangulator.h>
#include <vtkm/rendering/internal/OpenGLHeaders.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
namespace vtkm {
namespace rendering {
template<typename DeviceAdapter = VTKM_DEFAULT_DEVICE_ADAPTER_TAG>
class SceneRendererGL : public SceneRenderer
{
public:
VTKM_CONT_EXPORT
SceneRendererGL() {}
VTKM_CONT_EXPORT
virtual void RenderCells(const vtkm::cont::DynamicCellSet &cellset,
const vtkm::cont::CoordinateSystem &coords,
vtkm::cont::Field &scalarField,
const vtkm::rendering::ColorTable &colorTable,
vtkm::rendering::View &,
const vtkm::Range &scalarRange)
{
vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Id, 4> > indices;
vtkm::Id numTri;
Triangulator<DeviceAdapter> triangulator;
triangulator.run(cellset, indices, numTri);
vtkm::cont::ArrayHandle<vtkm::Float32> sf;
sf = scalarField.GetData().Cast<vtkm::cont::ArrayHandle<vtkm::Float32> >();
vtkm::cont::DynamicArrayHandleCoordinateSystem dcoords = coords.GetData();
vtkm::cont::ArrayHandleUniformPointCoordinates uVerts;
vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Float32,3> > eVerts;
if(dcoords.IsSameType(vtkm::cont::ArrayHandleUniformPointCoordinates()))
{
uVerts = dcoords.Cast<vtkm::cont::ArrayHandleUniformPointCoordinates>();
RenderTriangles(numTri, uVerts, indices, sf, colorTable, scalarRange);
}
else if(dcoords.IsSameType(vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Float32,3> >()))
{
eVerts = dcoords.Cast<vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Float32,3> > > ();
RenderTriangles(numTri, eVerts, indices, sf, colorTable, scalarRange);
}
else if(dcoords.IsSameType(vtkm::cont::ArrayHandleCartesianProduct<
vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
vtkm::cont::ArrayHandle<vtkm::FloatDefault> >()))
{
vtkm::cont::ArrayHandleCartesianProduct<
vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
vtkm::cont::ArrayHandle<vtkm::FloatDefault> > rVerts;
rVerts = dcoords.Cast<vtkm::cont::ArrayHandleCartesianProduct<
vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
vtkm::cont::ArrayHandle<vtkm::FloatDefault> > > ();
RenderTriangles(numTri, rVerts, indices, sf, colorTable, scalarRange);
}
glFinish();
glFlush();
}
template <typename PtType>
VTKM_CONT_EXPORT
void RenderTriangles(vtkm::Id numTri, const PtType &verts,
const vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Id, 4> > &indices,
const vtkm::cont::ArrayHandle<vtkm::Float32> &scalar,
const vtkm::rendering::ColorTable &ct,
const vtkm::Range &scalarRange)
{
vtkm::Float32 sMin = vtkm::Float32(scalarRange.Min);
vtkm::Float32 sMax = vtkm::Float32(scalarRange.Max);
vtkm::Float32 sDiff = sMax-sMin;
glBegin(GL_TRIANGLES);
for (int i = 0; i < numTri; i++)
{
vtkm::Vec<vtkm::Id, 4> idx = indices.GetPortalConstControl().Get(i);
vtkm::Id i1 = idx[1];
vtkm::Id i2 = idx[2];
vtkm::Id i3 = idx[3];
vtkm::Vec<vtkm::Float32, 3> p1 = verts.GetPortalConstControl().Get(idx[1]);
vtkm::Vec<vtkm::Float32, 3> p2 = verts.GetPortalConstControl().Get(idx[2]);
vtkm::Vec<vtkm::Float32, 3> p3 = verts.GetPortalConstControl().Get(idx[3]);
vtkm::Float32 s = scalar.GetPortalConstControl().Get(i1);
s = (s-sMin)/sDiff;
Color color = ct.MapRGB(s);
glColor3fv(color.Components);
glVertex3f(p1[0],p1[1],p1[2]);
s = scalar.GetPortalConstControl().Get(i2);
s = (s-sMin)/sDiff;
color = ct.MapRGB(s);
glColor3fv(color.Components);
glVertex3f(p2[0],p2[1],p2[2]);
s = scalar.GetPortalConstControl().Get(i3);
s = (s-sMin)/sDiff;
color = ct.MapRGB(s);
glColor3fv(color.Components);
glVertex3f(p3[0],p3[1],p3[2]);
}
glEnd();
}
};
}} //namespace vtkm::rendering
#endif //vtk_m_rendering_SceneRendererGL_h