vtk-m/vtkm/rendering/CanvasGL.cxx
2017-09-22 09:32:21 -07:00

355 lines
11 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 2016 National Technology & Engineering Solutions of Sandia, LLC (NTESS).
// Copyright 2016 UT-Battelle, LLC.
// Copyright 2016 Los Alamos National Security.
//
// Under the terms of Contract DE-NA0003525 with NTESS,
// 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/BitmapFontFactory.h>
#include <vtkm/rendering/Camera.h>
#include <vtkm/rendering/Canvas.h>
#include <vtkm/rendering/Color.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)
{
}
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<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::AddColorSwatch(const vtkm::Vec<vtkm::Float64, 2>& point0,
const vtkm::Vec<vtkm::Float64, 2>& point1,
const vtkm::Vec<vtkm::Float64, 2>& point2,
const vtkm::Vec<vtkm::Float64, 2>& point3,
const vtkm::rendering::Color& color) const
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
glTexCoord1f(0);
glVertex3f(float(point0[0]), float(point0[1]), .99f);
glVertex3f(float(point1[0]), float(point1[1]), .99f);
glTexCoord1f(1);
glVertex3f(float(point2[0]), float(point2[1]), .99f);
glVertex3f(float(point3[0]), float(point3[1]), .99f);
glEnd();
}
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(this);
}
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