vtk-m/vtkm/rendering/TextRendererBatcher.cxx

167 lines
6.0 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.
//============================================================================
#include <vtkm/rendering/TextRendererBatcher.h>
#include <vtkm/worklet/WorkletMapField.h>
namespace vtkm
{
namespace rendering
{
namespace
{
struct RenderBitmapFont : public vtkm::worklet::WorkletMapField
{
using ColorBufferType = vtkm::rendering::Canvas::ColorBufferType;
using DepthBufferType = vtkm::rendering::Canvas::DepthBufferType;
using FontTextureType = vtkm::rendering::Canvas::FontTextureType;
using ControlSignature =
void(FieldIn, FieldIn, FieldIn, FieldIn, ExecObject, WholeArrayInOut, WholeArrayInOut);
using ExecutionSignature = void(_1, _2, _3, _4, _5, _6, _7);
using InputDomain = _1;
VTKM_CONT
RenderBitmapFont() {}
VTKM_CONT
RenderBitmapFont(vtkm::Id width, vtkm::Id height)
: Width(width)
, Height(height)
{
}
template <typename ColorBufferPortal, typename FontTexture, typename DepthBufferPortal>
VTKM_EXEC void operator()(const vtkm::Vec4f_32& screenCoords,
const vtkm::Vec4f_32& textureCoords,
const vtkm::Vec4f_32& color,
const vtkm::Float32& depth,
const FontTexture& fontTexture,
ColorBufferPortal& colorBuffer,
DepthBufferPortal& depthBuffer) const
{
vtkm::Float32 x0 = Clamp(screenCoords[0], 0.0f, static_cast<vtkm::Float32>(Width - 1));
vtkm::Float32 x1 = Clamp(screenCoords[2], 0.0f, static_cast<vtkm::Float32>(Width - 1));
vtkm::Float32 y0 = Clamp(screenCoords[1], 0.0f, static_cast<vtkm::Float32>(Height - 1));
vtkm::Float32 y1 = Clamp(screenCoords[3], 0.0f, static_cast<vtkm::Float32>(Height - 1));
// For crisp text rendering, we sample the font texture at points smaller than the pixel
// sizes. Here we sample at increments of 0.25f, and scale the reported intensities accordingly
vtkm::Float32 dx = x1 - x0, dy = y1 - y0;
for (vtkm::Float32 x = x0; x <= x1; x += 0.25f)
{
for (vtkm::Float32 y = y0; y <= y1; y += 0.25f)
{
vtkm::Float32 tu = x1 == x0 ? 1.0f : (x - x0) / dx;
vtkm::Float32 tv = y1 == y0 ? 1.0f : (y - y0) / dy;
vtkm::Float32 u = vtkm::Lerp(textureCoords[0], textureCoords[2], tu);
vtkm::Float32 v = vtkm::Lerp(textureCoords[1], textureCoords[3], tv);
vtkm::Float32 intensity = fontTexture.GetColor(u, v)[0] * 0.25f;
Plot(x, y, intensity, color, depth, colorBuffer, depthBuffer);
}
}
}
template <typename ColorBufferPortal, typename DepthBufferPortal>
VTKM_EXEC void Plot(vtkm::Float32 x,
vtkm::Float32 y,
vtkm::Float32 intensity,
vtkm::Vec4f_32 color,
vtkm::Float32 depth,
ColorBufferPortal& colorBuffer,
DepthBufferPortal& depthBuffer) const
{
vtkm::Id index =
static_cast<vtkm::Id>(vtkm::Round(y)) * Width + static_cast<vtkm::Id>(vtkm::Round(x));
vtkm::Vec4f_32 srcColor = colorBuffer.Get(index);
vtkm::Float32 currentDepth = depthBuffer.Get(index);
bool swap = depth > currentDepth;
intensity = intensity * color[3];
color = intensity * color;
color[3] = intensity;
vtkm::Vec4f_32 front = color;
vtkm::Vec4f_32 back = srcColor;
if (swap)
{
front = srcColor;
back = color;
}
vtkm::Vec4f_32 blendedColor;
vtkm::Float32 alpha = (1.f - front[3]);
blendedColor[0] = front[0] + back[0] * alpha;
blendedColor[1] = front[1] + back[1] * alpha;
blendedColor[2] = front[2] + back[2] * alpha;
blendedColor[3] = back[3] * alpha + front[3];
colorBuffer.Set(index, blendedColor);
}
VTKM_EXEC
vtkm::Float32 Clamp(vtkm::Float32 v, vtkm::Float32 min, vtkm::Float32 max) const
{
return vtkm::Min(vtkm::Max(v, min), max);
}
vtkm::Id Width;
vtkm::Id Height;
}; // struct RenderBitmapFont
} // namespace
TextRendererBatcher::TextRendererBatcher(
const vtkm::rendering::Canvas::FontTextureType& fontTexture)
: FontTexture(fontTexture)
{
}
void TextRendererBatcher::BatchText(const ScreenCoordsArrayHandle& screenCoords,
const TextureCoordsArrayHandle& textureCoords,
const vtkm::rendering::Color& color,
const vtkm::Float32& depth)
{
vtkm::Id textLength = screenCoords.GetNumberOfValues();
ScreenCoordsArrayHandle::ReadPortalType screenCoordsP = screenCoords.ReadPortal();
TextureCoordsArrayHandle::ReadPortalType textureCoordsP = textureCoords.ReadPortal();
for (int i = 0; i < textLength; ++i)
{
this->ScreenCoords.push_back(screenCoordsP.Get(i));
this->TextureCoords.push_back(textureCoordsP.Get(i));
this->Colors.push_back(color.Components);
this->Depths.push_back(depth);
}
}
void TextRendererBatcher::Render(const vtkm::rendering::Canvas* canvas) const
{
ScreenCoordsArrayHandle screenCoords =
vtkm::cont::make_ArrayHandle(this->ScreenCoords, vtkm::CopyFlag::Off);
TextureCoordsArrayHandle textureCoords =
vtkm::cont::make_ArrayHandle(this->TextureCoords, vtkm::CopyFlag::Off);
vtkm::cont::ArrayHandle<ColorType> colors =
vtkm::cont::make_ArrayHandle(this->Colors, vtkm::CopyFlag::Off);
vtkm::cont::ArrayHandle<vtkm::Float32> depths =
vtkm::cont::make_ArrayHandle(this->Depths, vtkm::CopyFlag::Off);
vtkm::cont::Invoker invoker;
invoker(RenderBitmapFont(canvas->GetWidth(), canvas->GetHeight()),
screenCoords,
textureCoords,
colors,
depths,
this->FontTexture.GetExecObjectFactory(),
canvas->GetColorBuffer(),
canvas->GetDepthBuffer());
}
}
} // namespace vtkm::rendering