vtk-m/vtkm/rendering/MapperGL.h
2016-08-02 15:32:39 -04:00

520 lines
19 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_MapperGL_h
#define vtk_m_rendering_MapperGL_h
#include <vtkm/cont/DataSet.h>
#include <vtkm/cont/CoordinateSystem.h>
#include <vtkm/cont/DynamicArrayHandle.h>
#include <vtkm/rendering/Camera.h>
#include <vtkm/rendering/ColorTable.h>
#include <vtkm/rendering/Mapper.h>
#include <vtkm/rendering/Triangulator.h>
#include <vtkm/rendering/internal/OpenGLHeaders.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
using namespace std;
namespace vtkm {
namespace rendering {
template<typename DeviceAdapter = VTKM_DEFAULT_DEVICE_ADAPTER_TAG>
class MapperGL : public Mapper
{
public:
VTKM_CONT_EXPORT
MapperGL() {}
VTKM_CONT_EXPORT
virtual void RenderCells(const vtkm::cont::DynamicCellSet &cellset,
const vtkm::cont::CoordinateSystem &coords,
const vtkm::cont::Field &scalarField,
const vtkm::rendering::ColorTable &colorTable,
const vtkm::rendering::Camera &camera,
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, camera);
}
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, camera);
}
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, camera);
}
glFinish();
glFlush();
}
const char* GL_type_to_string (GLenum type)
{
switch (type) {
case GL_BOOL: return "bool";
case GL_INT: return "int";
case GL_FLOAT: return "float";
case GL_FLOAT_VEC2: return "vec2";
case GL_FLOAT_VEC3: return "vec3";
case GL_FLOAT_VEC4: return "vec4";
case GL_FLOAT_MAT2: return "mat2";
case GL_FLOAT_MAT3: return "mat3";
case GL_FLOAT_MAT4: return "mat4";
case GL_SAMPLER_2D: return "sampler2D";
case GL_SAMPLER_3D: return "sampler3D";
case GL_SAMPLER_CUBE: return "samplerCube";
case GL_SAMPLER_2D_SHADOW: return "sampler2DShadow";
default: break;
}
return "other";
}
void _print_programme_info_log (GLuint programme) {
int max_length = 2048;
int actual_length = 0;
char log[2048];
glGetProgramInfoLog (programme, max_length, &actual_length, log);
printf ("program info log for GL index %u:\n%s", programme, log);
}
void print_all (GLuint programme) {
printf ("--------------------\nshader programme %i info:\n", programme);
int params = -1;
glGetProgramiv (programme, GL_LINK_STATUS, &params);
printf ("GL_LINK_STATUS = %i\n", params);
glGetProgramiv (programme, GL_ATTACHED_SHADERS, &params);
printf ("GL_ATTACHED_SHADERS = %i\n", params);
glGetProgramiv (programme, GL_ACTIVE_ATTRIBUTES, &params);
printf ("GL_ACTIVE_ATTRIBUTES = %i\n", params);
for (int i = 0; i < params; i++) {
char name[64];
int max_length = 64;
int actual_length = 0;
int size = 0;
GLenum type;
glGetActiveAttrib (
programme,
i,
max_length,
&actual_length,
&size,
&type,
name
);
if (size > 1) {
for (int j = 0; j < size; j++) {
char long_name[64];
sprintf (long_name, "%s[%i]", name, j);
int location = glGetAttribLocation (programme, long_name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), long_name, location);
}
} else {
int location = glGetAttribLocation (programme, name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), name, location);
}
}
glGetProgramiv (programme, GL_ACTIVE_UNIFORMS, &params);
printf ("GL_ACTIVE_UNIFORMS = %i\n", params);
for (int i = 0; i < params; i++) {
char name[64];
int max_length = 64;
int actual_length = 0;
int size = 0;
GLenum type;
glGetActiveUniform (
programme,
i,
max_length,
&actual_length,
&size,
&type,
name
);
if (size > 1) {
for (int j = 0; j < size; j++) {
char long_name[64];
sprintf (long_name, "%s[%i]", name, j);
int location = glGetUniformLocation (programme, long_name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), long_name, location);
}
} else {
int location = glGetUniformLocation (programme, name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), name, location);
}
}
_print_programme_info_log (programme);
}
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,
const vtkm::rendering::Camera &camera)
{
glewExperimental = GL_TRUE;
glewInit();
vtkm::Float32 sMin = vtkm::Float32(scalarRange.Min);
vtkm::Float32 sMax = vtkm::Float32(scalarRange.Max);
vtkm::Float32 sDiff = sMax-sMin;
vector<float> data, colors;
int method = 2;
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;
Color color;
s = scalar.GetPortalConstControl().Get(i1);
s = (s-sMin)/sDiff;
color = ct.MapRGB(s);
data.push_back(p1[0]);
data.push_back(p1[1]);
data.push_back(p1[2]);
if (method==0)
{
data.push_back(color.Components[0]);
data.push_back(color.Components[1]);
data.push_back(color.Components[2]);
}
else if (method == 2)
{
colors.push_back(color.Components[0]);
colors.push_back(color.Components[1]);
colors.push_back(color.Components[2]);
}
s = scalar.GetPortalConstControl().Get(i2);
s = (s-sMin)/sDiff;
color = ct.MapRGB(s);
data.push_back(p2[0]);
data.push_back(p2[1]);
data.push_back(p2[2]);
if (method==0)
{
data.push_back(color.Components[0]);
data.push_back(color.Components[1]);
data.push_back(color.Components[2]);
}
else if (method == 2)
{
colors.push_back(color.Components[0]);
colors.push_back(color.Components[1]);
colors.push_back(color.Components[2]);
}
s = scalar.GetPortalConstControl().Get(i3);
s = (s-sMin)/sDiff;
color = ct.MapRGB(s);
data.push_back(p3[0]);
data.push_back(p3[1]);
data.push_back(p3[2]);
if (method==0)
{
data.push_back(color.Components[0]);
data.push_back(color.Components[1]);
data.push_back(color.Components[2]);
}
else if (method == 2)
{
colors.push_back(color.Components[0]);
colors.push_back(color.Components[1]);
colors.push_back(color.Components[2]);
}
}
cout<<"data.size()= "<<data.size()<<endl;
if (method == 0)
{
glBegin(GL_TRIANGLES);
for (int i = 0; i < data.size(); i+=6)
{
glColor3f(data[i+3], data[i+4], data[i+5]);
glVertex3f(data[i+0], data[i+1], data[i+2]);
}
glEnd();
}
else if (method == 1)
{
cout<<"Enter method 1\n";
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof (float), &data[0], GL_STATIC_DRAW);
cout<<"Bind buffer\n";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
cout<<"Bind buffer1\n";
glBindVertexArray(vao);
cout<<"Bind buffer 1.5\n";
glEnableVertexAttribArray(0);
cout<<"Bind buffer 2\n";
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
cout<<"Vertex pointer \n";
GLfloat mvMat[16], pMat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)mvMat);
glGetFloatv(GL_PROJECTION_MATRIX, (float*)pMat);
const char* vertex_shader =
"#version 400\n"
"uniform mat4 mv_matrix;"
"uniform mat4 p_matrix;"
"in vec4 a_vertex;"
"uniform mat4 mvp;"
"void main() {"
// " gl_Position = p_matrix * mv_matrix * gl_Vertex;"
// " gl_Position = p_matrix * mv_matrix * vec4(a_vertex, 1);" //vec4(position, 1);"
" gl_Position = gl_Vertex;" //gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;"
"}\0";
const char* fragment_shader =
"#version 400\n"
"out vec4 frag_colour;"
"void main () {"
" frag_colour = vec4 (0.5, 0.0, 0.5, 1.0);"
"}\0";
cout<<"Compiling \n";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLint isCompiled = 0;
glGetShaderiv(vs, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
GLchar* strInfoLog = new GLchar[maxLength + 1];
glGetShaderInfoLog(vs, maxLength, &maxLength, strInfoLog);
fprintf(stderr, "Compilation error in shader : %s\n", strInfoLog);
delete[] strInfoLog;
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_programme = glCreateProgram();
GLint mvID = glGetUniformLocation(shader_programme, "mv_matrix");
glUniformMatrix4fv(mvID, 1, GL_FALSE, mvMat);
GLint pID = glGetUniformLocation(shader_programme, "p_matrix");
glUniformMatrix4fv(pID, 1, GL_FALSE, pMat);
cout<<"Shaders Compiled\n";
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
glLinkProgram(shader_programme);
GLint success;
glGetProgramiv(shader_programme, GL_LINK_STATUS, &success);
if (!success)
{
cout<<"**********************************************LINK FAILED"<<endl;
}
char log[2048];
GLsizei len;
glGetProgramInfoLog(shader_programme, 2048, &len, log);
cout<<"program info: "<<log<<endl;
glUseProgram(shader_programme);
print_all(shader_programme);
glBindVertexArray(vao);
glDrawArrays (GL_TRIANGLES, 0, numTri*3);
glUseProgram(0);
}
else if (method == 2)
{
for (int i = 0; i < data.size(); i+= 3)
cout<<i%3<<": ("<<data[i]<<","<<data[i+1]<<","<<data[i+2]<<") ["<<colors[i]<<","<<colors[i+1]<<","<<colors[i+2]<<"]"<<endl;
GLuint points_vbo = 0;
glGenBuffers(1, &points_vbo);
glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof (float), &data[0], GL_STATIC_DRAW);
GLuint colours_vbo = 0;
glGenBuffers(1, &colours_vbo);
glBindBuffer(GL_ARRAY_BUFFER, colours_vbo);
glBufferData(GL_ARRAY_BUFFER, colors.size()*sizeof(float), &colors[0], GL_STATIC_DRAW);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, colours_vbo);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
GLfloat mvMat[16], pMat[16];
bool validV=1, validP=1;
vtkm::Matrix<vtkm::Float32,4,4> viewM = camera.CreateViewMatrix();
//vtkm::Matrix<vtkm::Float32,4,4> viewM = vtkm::MatrixInverse(camera.CreateViewMatrix(), validV);
vtkm::Matrix<vtkm::Float32,4,4> projM = camera.CreateProjectionMatrix(512,512);
//vtkm::Matrix<vtkm::Float32,4,4> projM = vtkm::MatrixInverse(camera.CreateProjectionMatrix(512,512), validP);
cout<<"Valid Inverse: "<<validV<<" "<<validP<<endl;
MatrixHelpers::CreateOGLMatrix(viewM, mvMat);
MatrixHelpers::CreateOGLMatrix(projM, pMat);
//glGetFloatv(GL_MODELVIEW_MATRIX, (float*)mvMat);
//glGetFloatv(GL_PROJECTION_MATRIX, (float*)pMat);
for(int i = 0; i < 16;++i)
{
if(i % 4 == 0 && i != 0) cout<<"\n";
cout<<mvMat[i]<<" ";
}
cout<<"\n";
const char *vertex_shader =
"#version 400 core\n"
"layout(location = 1) in vec3 vertex_position;"
"layout(location = 0) in vec3 vertex_color;"
"out vec3 ourColor;"
"uniform mat4 mv_matrix;"
"uniform mat4 p_matrix;"
"void main() {"
" gl_Position = p_matrix*mv_matrix * vec4(vertex_position, 1.0);"
// " gl_Position = vec4(vertex_color, 1.0);"
// " gl_Position = vec4(vertex_position, 1.0);"
" ourColor = vertex_color;"
"}";
const char *fragment_shader =
"#version 400 core\n"
"in vec3 ourColor;"
"out vec4 color;"
"void main() {"
// " color = vec4 (0.5, 0.0, 0.5, 1.0);"
" color = vec4 (ourColor, 1.0);"
"}";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLint isCompiled = 0;
cout<<"hi there"<<endl;
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
GLchar* strInfoLog = new GLchar[maxLength + 1];
glGetShaderInfoLog(vs, maxLength, &maxLength, strInfoLog);
fprintf(stderr, "VS: Compilation error in shader : %s\n", strInfoLog);
delete[] strInfoLog;
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(fs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
GLchar* strInfoLog = new GLchar[maxLength + 1];
glGetShaderInfoLog(vs, maxLength, &maxLength, strInfoLog);
fprintf(stderr, "FS: Compilation error in shader : %s\n", strInfoLog);
delete[] strInfoLog;
}
GLuint shader_programme = glCreateProgram();
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
// insert location binding code here
glBindAttribLocation (shader_programme, 0, "vertex_position");
glBindAttribLocation (shader_programme, 1, "vertex_color");
glLinkProgram (shader_programme);
GLint success;
glGetProgramiv(shader_programme, GL_LINK_STATUS, &success);
if (!success) cout<<"**********************************************LINK FAILED"<<endl;
char log[2048];
GLsizei len;
glGetProgramInfoLog(shader_programme, 2048, &len, log);
cout<<"program info: "<<log<<endl;
glUseProgram(shader_programme);
GLint mvID = glGetUniformLocation(shader_programme, "mv_matrix");
glUniformMatrix4fv(mvID, 1, GL_FALSE, mvMat);
GLint pID = glGetUniformLocation(shader_programme, "p_matrix");
glUniformMatrix4fv(pID, 1, GL_FALSE, pMat);
print_all(shader_programme);
glBindVertexArray(vao);
glDrawArrays (GL_TRIANGLES, 0, numTri*3);
glUseProgram(0);
}
}
};
}} //namespace vtkm::rendering
#endif //vtk_m_rendering_MapperGL_h