vtk-m/vtkm/rendering/CanvasRayTracer.cxx
Matt Larsen dba99744ce Merge topic 'rendering_pipeline'
2b5e8e9f Removing debug statements
0459913a Multi canvas rendering
35877cd9 Adding missing file
b1e3688b multi-canvas working for ray tracer + volume renderer
33af0fec composing ray tracer and volume renderer is successful. Still need a strategy for the background color.
8e5f309e adding support in rendering triangulator for cell set permutation
92fde35b fixing depth

Acked-by: Kitware Robot <kwrobot@kitware.com>
Merge-request: !862
2017-08-06 17:02:51 -04:00

365 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 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.
//============================================================================
#include <vtkm/rendering/CanvasRayTracer.h>
#include <vtkm/cont/TryExecute.h>
#include <vtkm/exec/ExecutionWholeArray.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 ClearBuffers : public vtkm::worklet::WorkletMapField
{
public:
VTKM_CONT
ClearBuffers() {}
typedef void ControlSignature(FieldOut<>, FieldOut<>);
typedef void ExecutionSignature(_1, _2);
VTKM_EXEC
void operator()(vtkm::Vec<vtkm::Float32, 4>& color, vtkm::Float32& depth) const
{
color[0] = 0.f;
color[1] = 0.f;
color[2] = 0.f;
color[3] = 0.f;
depth = 1.001f;
}
}; //class ClearBuffers
struct ClearBuffersInvokeFunctor
{
typedef vtkm::rendering::Canvas::ColorBufferType ColorBufferType;
typedef vtkm::rendering::Canvas::DepthBufferType DepthBufferType;
ClearBuffers Worklet;
ColorBufferType ColorBuffer;
DepthBufferType DepthBuffer;
VTKM_CONT
ClearBuffersInvokeFunctor(const ColorBufferType& colorBuffer, const DepthBufferType& depthBuffer)
: Worklet()
, ColorBuffer(colorBuffer)
, DepthBuffer(depthBuffer)
{
}
template <typename Device>
VTKM_CONT bool operator()(Device) const
{
VTKM_IS_DEVICE_ADAPTER_TAG(Device);
vtkm::worklet::DispatcherMapField<ClearBuffers, Device> dispatcher(this->Worklet);
dispatcher.Invoke(this->ColorBuffer, this->DepthBuffer);
return true;
}
};
class BlendBackground : public vtkm::worklet::WorkletMapField
{
vtkm::Vec<vtkm::Float32, 4> BackgroundColor;
public:
VTKM_CONT
BlendBackground(const vtkm::Vec<vtkm::Float32, 4>& backgroundColor)
: BackgroundColor(backgroundColor)
{
}
typedef void ControlSignature(FieldInOut<>);
typedef void ExecutionSignature(_1);
VTKM_EXEC void operator()(vtkm::Vec<vtkm::Float32, 4>& color) const
{
if (color[3] >= 1.f)
return;
vtkm::Float32 alpha = BackgroundColor[3] * (1.f - color[3]);
color[0] = color[0] + BackgroundColor[0] * alpha;
color[1] = color[1] + BackgroundColor[1] * alpha;
color[2] = color[2] + BackgroundColor[2] * alpha;
color[3] = alpha + color[3];
}
}; //class BlendBackground
struct BlendBackgroundFunctor
{
typedef vtkm::rendering::Canvas::ColorBufferType ColorBufferType;
ColorBufferType ColorBuffer;
BlendBackground Worklet;
VTKM_CONT
BlendBackgroundFunctor(const ColorBufferType& colorBuffer,
const vtkm::Vec<vtkm::Float32, 4>& backgroundColor)
: ColorBuffer(colorBuffer)
, Worklet(backgroundColor)
{
}
template <typename Device>
VTKM_CONT bool operator()(Device) const
{
VTKM_IS_DEVICE_ADAPTER_TAG(Device);
vtkm::worklet::DispatcherMapField<BlendBackground, Device> dispatcher(this->Worklet);
dispatcher.Invoke(this->ColorBuffer);
return true;
}
};
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)
{
}
typedef void ControlSignature(FieldIn<>,
WholeArrayInOut<>,
FieldIn<>,
FieldIn<>,
FieldIn<>,
ExecObject,
ExecObject);
typedef void ExecutionSignature(_1, _2, _3, _4, _5, _6, _7, WorkIndex);
template <typename Precision, typename ColorPortalType>
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,
vtkm::exec::ExecutionWholeArray<vtkm::Float32>& depthBuffer,
vtkm::exec::ExecutionWholeArray<vtkm::Vec<vtkm::Float32, 4>>& 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);
vtkm::Float32 alpha = inColor[3] * (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] = 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 existng depth should already been feed into thge 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>
struct WriteFunctor
{
protected:
vtkm::rendering::CanvasRayTracer* Canvas;
const vtkm::rendering::raytracing::Ray<Precision>& Rays;
const vtkm::cont::ArrayHandle<Precision>& Colors;
const vtkm::rendering::Camera& CameraView;
vtkm::Matrix<vtkm::Float32, 4, 4> ViewProjMat;
public:
VTKM_CONT
WriteFunctor(vtkm::rendering::CanvasRayTracer* canvas,
const vtkm::rendering::raytracing::Ray<Precision>& rays,
const vtkm::cont::ArrayHandle<Precision>& colors,
const vtkm::rendering::Camera& camera)
: Canvas(canvas)
, Rays(rays)
, Colors(colors)
, CameraView(camera)
{
ViewProjMat = vtkm::MatrixMultiply(
CameraView.CreateProjectionMatrix(Canvas->GetWidth(), Canvas->GetHeight()),
CameraView.CreateViewMatrix());
}
template <typename Device>
VTKM_CONT bool operator()(Device)
{
VTKM_IS_DEVICE_ADAPTER_TAG(Device);
vtkm::worklet::DispatcherMapField<SurfaceConverter, Device>(SurfaceConverter(ViewProjMat))
.Invoke(
Rays.PixelIdx,
Colors,
Rays.Distance,
Rays.Origin,
Rays.Dir,
vtkm::exec::ExecutionWholeArray<vtkm::Float32>(Canvas->GetDepthBuffer()),
vtkm::exec::ExecutionWholeArray<vtkm::Vec<vtkm::Float32, 4>>(Canvas->GetColorBuffer()));
return true;
}
};
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)
{
WriteFunctor<Precision> functor(canvas, rays, colors, camera);
vtkm::cont::TryExecute(functor);
//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::Initialize()
{
// Nothing to initialize
}
void CanvasRayTracer::Activate()
{
// Nothing to activate
}
void CanvasRayTracer::Finish()
{
// Nothing to finish
}
void CanvasRayTracer::BlendBackground()
{
vtkm::cont::TryExecute(internal::BlendBackgroundFunctor(this->GetColorBuffer(),
this->GetBackgroundColor().Components));
}
void CanvasRayTracer::Clear()
{
// TODO: Should the rendering library support policies or some other way to
// configure with custom devices?
vtkm::cont::TryExecute(
internal::ClearBuffersInvokeFunctor(this->GetColorBuffer(), this->GetDepthBuffer()));
}
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);
}
void CanvasRayTracer::AddLine(const vtkm::Vec<vtkm::Float64, 2>&,
const vtkm::Vec<vtkm::Float64, 2>&,
vtkm::Float32,
const vtkm::rendering::Color&) const
{
// Not implemented
}
void CanvasRayTracer::AddColorBar(const vtkm::Bounds&,
const vtkm::rendering::ColorTable&,
bool) const
{
// Not implemented
}
void CanvasRayTracer::AddColorSwatch(const vtkm::Vec<vtkm::Float64, 2>&,
const vtkm::Vec<vtkm::Float64, 2>&,
const vtkm::Vec<vtkm::Float64, 2>&,
const vtkm::Vec<vtkm::Float64, 2>&,
const vtkm::rendering::Color&) const
{
// Not implemented
}
void CanvasRayTracer::AddText(const vtkm::Vec<vtkm::Float32, 2>&,
vtkm::Float32,
vtkm::Float32,
vtkm::Float32,
const vtkm::Vec<vtkm::Float32, 2>&,
const vtkm::rendering::Color&,
const std::string&) const
{
// Not implemented
}
}
}