vtk-m/vtkm/rendering/Texture2D.h
Kenneth Moreland a2ab460f5d Compile more sources without device compiler
We have been doing a better job at hiding device code (and moving code
into libraries). Smoke out source that no longer needs to be compiled by
device compilers.
2022-01-03 08:23:04 -07:00

253 lines
7.0 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.
//============================================================================
#ifndef vtk_m_rendering_Texture2D_h
#define vtk_m_rendering_Texture2D_h
#include <vtkm/cont/ArrayHandle.h>
#include <vtkm/cont/ExecutionObjectBase.h>
namespace vtkm
{
namespace rendering
{
enum class TextureFilterMode
{
NearestNeighbour,
Linear,
}; // enum TextureFilterMode
enum class TextureWrapMode
{
Clamp,
Repeat,
}; // enum TextureWrapMode
template <vtkm::IdComponent NumComponents>
class Texture2D
{
public:
using TextureDataHandle = typename vtkm::cont::ArrayHandle<vtkm::UInt8>;
using ColorType = vtkm::Vec<vtkm::Float32, NumComponents>;
class Texture2DSampler;
#define UV_BOUNDS_CHECK(u, v, NoneType) \
if (u < 0.0f || u > 1.0f || v < 0.0f || v > 1.0f) \
{ \
return NoneType(); \
}
VTKM_CONT
Texture2D()
: Width(0)
, Height(0)
{
}
VTKM_CONT
Texture2D(vtkm::Id width, vtkm::Id height, const TextureDataHandle& data)
: Width(width)
, Height(height)
, FilterMode(TextureFilterMode::Linear)
, WrapMode(TextureWrapMode::Clamp)
{
VTKM_ASSERT(data.GetNumberOfValues() == (Width * Height * NumComponents));
// We do not know the lifetime of the underlying data source of input `data`. Since it might
// be from a shallow copy of the data source, we make a deep copy of the input data and keep
// it's portal. The copy operation is very fast.
this->Data.DeepCopyFrom(data);
}
VTKM_CONT
bool IsValid() const { return Width > 0 && Height > 0; }
VTKM_CONT
TextureFilterMode GetFilterMode() const { return this->FilterMode; }
VTKM_CONT
void SetFilterMode(TextureFilterMode filterMode) { this->FilterMode = filterMode; }
VTKM_CONT
TextureWrapMode GetWrapMode() const { return this->WrapMode; }
VTKM_CONT
void SetWrapMode(TextureWrapMode wrapMode) { this->WrapMode = wrapMode; }
VTKM_CONT Texture2DSampler GetExecObjectFactory() const
{
return Texture2DSampler(Width, Height, Data, FilterMode, WrapMode);
}
template <typename Device>
class Texture2DSamplerExecutionObject
{
public:
using TextureExecPortal = typename TextureDataHandle::ReadPortalType;
VTKM_CONT
Texture2DSamplerExecutionObject()
: Width(0)
, Height(0)
{
}
VTKM_CONT
Texture2DSamplerExecutionObject(vtkm::Id width,
vtkm::Id height,
const TextureDataHandle& data,
TextureFilterMode filterMode,
TextureWrapMode wrapMode,
vtkm::cont::Token& token)
: Width(width)
, Height(height)
, Data(data.PrepareForInput(Device(), token))
, FilterMode(filterMode)
, WrapMode(wrapMode)
{
}
VTKM_EXEC
inline ColorType GetColor(vtkm::Float32 u, vtkm::Float32 v) const
{
v = 1.0f - v;
UV_BOUNDS_CHECK(u, v, ColorType);
switch (FilterMode)
{
case TextureFilterMode::NearestNeighbour:
return GetNearestNeighbourFilteredColor(u, v);
case TextureFilterMode::Linear:
return GetLinearFilteredColor(u, v);
default:
return ColorType();
}
}
private:
VTKM_EXEC
inline ColorType GetNearestNeighbourFilteredColor(vtkm::Float32 u, vtkm::Float32 v) const
{
vtkm::Id x = static_cast<vtkm::Id>(vtkm::Round(u * static_cast<vtkm::Float32>(Width - 1)));
vtkm::Id y = static_cast<vtkm::Id>(vtkm::Round(v * static_cast<vtkm::Float32>(Height - 1)));
return GetColorAtCoords(x, y);
}
VTKM_EXEC
inline ColorType GetLinearFilteredColor(vtkm::Float32 u, vtkm::Float32 v) const
{
u = u * static_cast<vtkm::Float32>(Width) - 0.5f;
v = v * static_cast<vtkm::Float32>(Height) - 0.5f;
vtkm::Id x = static_cast<vtkm::Id>(vtkm::Floor(u));
vtkm::Id y = static_cast<vtkm::Id>(vtkm::Floor(v));
vtkm::Float32 uRatio = u - static_cast<vtkm::Float32>(x);
vtkm::Float32 vRatio = v - static_cast<vtkm::Float32>(y);
vtkm::Float32 uOpposite = 1.0f - uRatio;
vtkm::Float32 vOpposite = 1.0f - vRatio;
vtkm::Id xn, yn;
GetNextCoords(x, y, xn, yn);
ColorType c1 = GetColorAtCoords(x, y);
ColorType c2 = GetColorAtCoords(xn, y);
ColorType c3 = GetColorAtCoords(x, yn);
ColorType c4 = GetColorAtCoords(xn, yn);
return (c1 * uOpposite + c2 * uRatio) * vOpposite + (c3 * uOpposite + c4 * uRatio) * vRatio;
}
VTKM_EXEC
inline ColorType GetColorAtCoords(vtkm::Id x, vtkm::Id y) const
{
vtkm::Id idx = (y * Width + x) * NumComponents;
ColorType color;
for (vtkm::IdComponent i = 0; i < NumComponents; ++i)
{
color[i] = Data.Get(idx + i) / 255.0f;
}
return color;
}
VTKM_EXEC
inline void GetNextCoords(vtkm::Id x, vtkm::Id y, vtkm::Id& xn, vtkm::Id& yn) const
{
switch (WrapMode)
{
case TextureWrapMode::Clamp:
xn = (x + 1) < Width ? (x + 1) : x;
yn = (y + 1) < Height ? (y + 1) : y;
break;
case TextureWrapMode::Repeat:
default:
xn = (x + 1) % Width;
yn = (y + 1) % Height;
break;
}
}
vtkm::Id Width;
vtkm::Id Height;
TextureExecPortal Data;
TextureFilterMode FilterMode;
TextureWrapMode WrapMode;
};
class Texture2DSampler : public vtkm::cont::ExecutionObjectBase
{
public:
VTKM_CONT
Texture2DSampler()
: Width(0)
, Height(0)
{
}
VTKM_CONT
Texture2DSampler(vtkm::Id width,
vtkm::Id height,
const TextureDataHandle& data,
TextureFilterMode filterMode,
TextureWrapMode wrapMode)
: Width(width)
, Height(height)
, Data(data)
, FilterMode(filterMode)
, WrapMode(wrapMode)
{
}
template <typename Device>
VTKM_CONT Texture2DSamplerExecutionObject<Device> PrepareForExecution(
Device,
vtkm::cont::Token& token) const
{
return Texture2DSamplerExecutionObject<Device>(
this->Width, this->Height, this->Data, this->FilterMode, this->WrapMode, token);
}
private:
vtkm::Id Width;
vtkm::Id Height;
TextureDataHandle Data;
TextureFilterMode FilterMode;
TextureWrapMode WrapMode;
}; // class Texture2DSampler
private:
vtkm::Id Width;
vtkm::Id Height;
TextureDataHandle Data;
TextureFilterMode FilterMode;
TextureWrapMode WrapMode;
}; // class Texture2D
}
} // namespace vtkm::rendering
#endif // vtk_m_rendering_Texture2D_h