vtk-m/vtkm/rendering/CanvasRayTracer.cxx
Kenneth Moreland d879188de0 Make DispatcherBase invoke using a TryExecute
Rather than force all dispatchers to be templated on a device adapter,
instead use a TryExecute internally within the invoke to select a device
adapter.

Because this removes the need to declare a device when invoking a
worklet, this commit also removes the need to declare a device in
several other areas of the code.
2018-08-29 19:18:54 -07:00

168 lines
6.2 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 National Technology & Engineering Solutions of Sandia, LLC (NTESS).
// Copyright 2015 UT-Battelle, LLC.
// Copyright 2015 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/CanvasRayTracer.h>
#include <vtkm/cont/TryExecute.h>
#include <vtkm/rendering/Canvas.h>
#include <vtkm/rendering/Color.h>
#include <vtkm/rendering/raytracing/Ray.h>
#include <vtkm/worklet/DispatcherMapField.h>
#include <vtkm/worklet/WorkletMapField.h>
namespace vtkm
{
namespace rendering
{
namespace internal
{
class SurfaceConverter : public vtkm::worklet::WorkletMapField
{
vtkm::Matrix<vtkm::Float32, 4, 4> ViewProjMat;
public:
VTKM_CONT
SurfaceConverter(const vtkm::Matrix<vtkm::Float32, 4, 4> viewProjMat)
: ViewProjMat(viewProjMat)
{
}
using ControlSignature = void(FieldIn<>,
WholeArrayInOut<>,
FieldIn<>,
FieldIn<>,
FieldIn<>,
WholeArrayOut<vtkm::ListTagBase<vtkm::Float32>>,
WholeArrayOut<vtkm::ListTagBase<vtkm::Vec<vtkm::Float32, 4>>>);
using ExecutionSignature = void(_1, _2, _3, _4, _5, _6, _7, WorkIndex);
template <typename Precision,
typename ColorPortalType,
typename DepthBufferPortalType,
typename ColorBufferPortalType>
VTKM_EXEC void operator()(const vtkm::Id& pixelIndex,
ColorPortalType& colorBufferIn,
const Precision& inDepth,
const vtkm::Vec<Precision, 3>& origin,
const vtkm::Vec<Precision, 3>& dir,
DepthBufferPortalType& depthBuffer,
ColorBufferPortalType& colorBuffer,
const vtkm::Id& index) const
{
vtkm::Vec<Precision, 3> intersection = origin + inDepth * dir;
vtkm::Vec<vtkm::Float32, 4> point;
point[0] = static_cast<vtkm::Float32>(intersection[0]);
point[1] = static_cast<vtkm::Float32>(intersection[1]);
point[2] = static_cast<vtkm::Float32>(intersection[2]);
point[3] = 1.f;
vtkm::Vec<vtkm::Float32, 4> newpoint;
newpoint = vtkm::MatrixMultiply(this->ViewProjMat, point);
newpoint[0] = newpoint[0] / newpoint[3];
newpoint[1] = newpoint[1] / newpoint[3];
newpoint[2] = newpoint[2] / newpoint[3];
vtkm::Float32 depth = newpoint[2];
depth = 0.5f * (depth) + 0.5f;
vtkm::Vec<vtkm::Float32, 4> color;
color[0] = static_cast<vtkm::Float32>(colorBufferIn.Get(index * 4 + 0));
color[1] = static_cast<vtkm::Float32>(colorBufferIn.Get(index * 4 + 1));
color[2] = static_cast<vtkm::Float32>(colorBufferIn.Get(index * 4 + 2));
color[3] = static_cast<vtkm::Float32>(colorBufferIn.Get(index * 4 + 3));
// blend the mapped color with existing canvas color
vtkm::Vec<vtkm::Float32, 4> inColor = colorBuffer.Get(pixelIndex);
// if transparency exists, all alphas have been pre-multiplied
vtkm::Float32 alpha = (1.f - color[3]);
color[0] = color[0] + inColor[0] * alpha;
color[1] = color[1] + inColor[1] * alpha;
color[2] = color[2] + inColor[2] * alpha;
color[3] = inColor[3] * alpha + color[3];
// clamp
for (vtkm::Int32 i = 0; i < 4; ++i)
{
color[i] = vtkm::Min(1.f, vtkm::Max(color[i], 0.f));
}
// The existing depth should already been feed into the ray mapper
// so no color contribution will exist past the existing depth.
depthBuffer.Set(pixelIndex, depth);
colorBuffer.Set(pixelIndex, color);
}
}; //class SurfaceConverter
template <typename Precision>
VTKM_CONT void WriteToCanvas(const vtkm::rendering::raytracing::Ray<Precision>& rays,
const vtkm::cont::ArrayHandle<Precision>& colors,
const vtkm::rendering::Camera& camera,
vtkm::rendering::CanvasRayTracer* canvas)
{
vtkm::Matrix<vtkm::Float32, 4, 4> viewProjMat =
vtkm::MatrixMultiply(camera.CreateProjectionMatrix(canvas->GetWidth(), canvas->GetHeight()),
camera.CreateViewMatrix());
vtkm::worklet::DispatcherMapField<SurfaceConverter>(SurfaceConverter(viewProjMat))
.Invoke(rays.PixelIdx,
colors,
rays.Distance,
rays.Origin,
rays.Dir,
canvas->GetDepthBuffer(),
canvas->GetColorBuffer());
//Force the transfer so the vectors contain data from device
canvas->GetColorBuffer().GetPortalControl().Get(0);
canvas->GetDepthBuffer().GetPortalControl().Get(0);
}
} // namespace internal
CanvasRayTracer::CanvasRayTracer(vtkm::Id width, vtkm::Id height)
: Canvas(width, height)
{
}
CanvasRayTracer::~CanvasRayTracer()
{
}
void CanvasRayTracer::WriteToCanvas(const vtkm::rendering::raytracing::Ray<vtkm::Float32>& rays,
const vtkm::cont::ArrayHandle<vtkm::Float32>& colors,
const vtkm::rendering::Camera& camera)
{
internal::WriteToCanvas(rays, colors, camera, this);
}
void CanvasRayTracer::WriteToCanvas(const vtkm::rendering::raytracing::Ray<vtkm::Float64>& rays,
const vtkm::cont::ArrayHandle<vtkm::Float64>& colors,
const vtkm::rendering::Camera& camera)
{
internal::WriteToCanvas(rays, colors, camera, this);
}
vtkm::rendering::Canvas* CanvasRayTracer::NewCopy() const
{
return new vtkm::rendering::CanvasRayTracer(*this);
}
}
}