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https://gitlab.kitware.com/vtk/vtk-m
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5dd346007b
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334 lines
10 KiB
C++
334 lines
10 KiB
C++
//============================================================================
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// Copyright (c) Kitware, Inc.
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// All rights reserved.
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// See LICENSE.txt for details.
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// This software is distributed WITHOUT ANY WARRANTY; without even
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// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the above copyright notice for more information.
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//
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// Copyright 2016 Sandia Corporation.
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// Copyright 2016 UT-Battelle, LLC.
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// Copyright 2016 Los Alamos National Security.
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//
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// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
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// the U.S. Government retains certain rights in this software.
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//
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// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
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// Laboratory (LANL), the U.S. Government retains certain rights in
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// this software.
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//============================================================================
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#include <vtkm/rendering/CanvasGL.h>
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#include <vtkm/rendering/BitmapFontFactory.h>
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#include <vtkm/rendering/Camera.h>
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#include <vtkm/rendering/Canvas.h>
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#include <vtkm/rendering/Color.h>
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#include <vtkm/rendering/DecodePNG.h>
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#include <vtkm/rendering/MatrixHelpers.h>
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#include <vtkm/rendering/WorldAnnotatorGL.h>
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#include <vtkm/rendering/internal/OpenGLHeaders.h>
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namespace vtkm
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{
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namespace rendering
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{
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CanvasGL::CanvasGL(vtkm::Id width, vtkm::Id height)
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: Canvas(width, height)
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{
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}
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CanvasGL::~CanvasGL()
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{
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}
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void CanvasGL::Initialize()
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{
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// Nothing to initialize
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}
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void CanvasGL::Activate()
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{
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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this->ResizeBuffers(viewport[2], viewport[3]);
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glEnable(GL_DEPTH_TEST);
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}
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void CanvasGL::Clear()
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{
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vtkm::rendering::Color backgroundColor = this->GetBackgroundColor();
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glClearColor(backgroundColor.Components[0],
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backgroundColor.Components[1],
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backgroundColor.Components[2],
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1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void CanvasGL::Finish()
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{
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glFinish();
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}
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vtkm::rendering::Canvas* CanvasGL::NewCopy() const
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{
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return new vtkm::rendering::CanvasGL(*this);
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}
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void CanvasGL::SetViewToWorldSpace(const vtkm::rendering::Camera& camera, bool clip)
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{
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vtkm::Float32 oglP[16], oglM[16];
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MatrixHelpers::CreateOGLMatrix(camera.CreateProjectionMatrix(this->GetWidth(), this->GetHeight()),
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oglP);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(oglP);
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MatrixHelpers::CreateOGLMatrix(camera.CreateViewMatrix(), oglM);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(oglM);
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this->SetViewportClipping(camera, clip);
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}
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void CanvasGL::SetViewToScreenSpace(const vtkm::rendering::Camera& camera, bool clip)
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{
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vtkm::Float32 oglP[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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vtkm::Float32 oglM[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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oglP[0 * 4 + 0] = 1.;
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oglP[1 * 4 + 1] = 1.;
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oglP[2 * 4 + 2] = -1.;
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oglP[3 * 4 + 3] = 1.;
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(oglP);
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oglM[0 * 4 + 0] = 1.;
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oglM[1 * 4 + 1] = 1.;
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oglM[2 * 4 + 2] = 1.;
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oglM[3 * 4 + 3] = 1.;
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(oglM);
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this->SetViewportClipping(camera, clip);
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}
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void CanvasGL::SetViewportClipping(const vtkm::rendering::Camera& camera, bool clip)
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{
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if (clip)
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{
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vtkm::Float32 vl, vr, vb, vt;
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camera.GetRealViewport(this->GetWidth(), this->GetHeight(), vl, vr, vb, vt);
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vtkm::Float32 _x = static_cast<vtkm::Float32>(this->GetWidth()) * (1.f + vl) / 2.f;
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vtkm::Float32 _y = static_cast<vtkm::Float32>(this->GetHeight()) * (1.f + vb) / 2.f;
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vtkm::Float32 _w = static_cast<vtkm::Float32>(this->GetWidth()) * (vr - vl) / 2.f;
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vtkm::Float32 _h = static_cast<vtkm::Float32>(this->GetHeight()) * (vt - vb) / 2.f;
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glViewport(static_cast<GLint>(_x),
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static_cast<GLint>(_y),
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static_cast<GLsizei>(_w),
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static_cast<GLsizei>(_h));
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}
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else
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{
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glViewport(
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0, 0, static_cast<GLsizei>(this->GetWidth()), static_cast<GLsizei>(this->GetHeight()));
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}
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}
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void CanvasGL::RefreshColorBuffer() const
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{
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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VTKM_ASSERT(viewport[2] == this->GetWidth());
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VTKM_ASSERT(viewport[3] == this->GetHeight());
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glReadPixels(viewport[0],
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viewport[1],
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viewport[2],
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viewport[3],
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GL_RGBA,
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GL_FLOAT,
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const_cast<vtkm::Vec<float, 4>*>(this->GetColorBuffer().GetStorage().GetArray()));
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}
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void CanvasGL::RefreshDepthBuffer() const
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{
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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VTKM_ASSERT(viewport[2] == this->GetWidth());
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VTKM_ASSERT(viewport[3] == this->GetHeight());
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glReadPixels(viewport[0],
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viewport[1],
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viewport[2],
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viewport[3],
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GL_DEPTH_COMPONENT,
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GL_FLOAT,
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const_cast<vtkm::Float32*>(this->GetDepthBuffer().GetStorage().GetArray()));
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}
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void CanvasGL::AddLine(const vtkm::Vec<vtkm::Float64, 2>& point0,
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const vtkm::Vec<vtkm::Float64, 2>& point1,
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vtkm::Float32 linewidth,
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const vtkm::rendering::Color& color) const
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glLineWidth(linewidth);
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glBegin(GL_LINES);
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glVertex2f(float(point0[0]), float(point0[1]));
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glVertex2f(float(point1[0]), float(point1[1]));
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glEnd();
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}
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void CanvasGL::AddColorBar(const vtkm::Bounds& bounds,
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const vtkm::rendering::ColorTable& colorTable,
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bool horizontal) const
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{
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const int n = 256;
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vtkm::Float32 startX = static_cast<vtkm::Float32>(bounds.X.Min);
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vtkm::Float32 startY = static_cast<vtkm::Float32>(bounds.Y.Min);
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vtkm::Float32 width = static_cast<vtkm::Float32>(bounds.X.Length());
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vtkm::Float32 height = static_cast<vtkm::Float32>(bounds.Y.Length());
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glBegin(GL_QUADS);
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for (int i = 0; i < n; i++)
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{
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vtkm::Float32 v0 = static_cast<vtkm::Float32>(i) / static_cast<vtkm::Float32>(n);
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vtkm::Float32 v1 = static_cast<vtkm::Float32>(i + 1) / static_cast<vtkm::Float32>(n);
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vtkm::rendering::Color c0 = colorTable.MapRGB(v0);
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vtkm::rendering::Color c1 = colorTable.MapRGB(v1);
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if (horizontal)
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{
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vtkm::Float32 x0 = startX + width * v0;
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vtkm::Float32 x1 = startX + width * v1;
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vtkm::Float32 y0 = startY;
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vtkm::Float32 y1 = startY + height;
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glColor3f(c0.Components[0], c0.Components[1], c0.Components[2]);
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glVertex2f(x0, y0);
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glVertex2f(x0, y1);
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glColor3f(c1.Components[0], c1.Components[1], c1.Components[2]);
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glVertex2f(x1, y1);
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glVertex2f(x1, y0);
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}
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else // vertical
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{
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vtkm::Float32 x0 = startX;
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vtkm::Float32 x1 = startX + width;
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vtkm::Float32 y0 = startY + height * v0;
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vtkm::Float32 y1 = startY + height * v1;
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glColor3f(c0.Components[0], c0.Components[1], c0.Components[2]);
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glVertex2f(x0, y1);
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glVertex2f(x1, y1);
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glColor3f(c1.Components[0], c1.Components[1], c1.Components[2]);
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glVertex2f(x1, y0);
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glVertex2f(x0, y0);
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}
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}
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glEnd();
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}
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void CanvasGL::AddText(const vtkm::Vec<vtkm::Float32, 2>& position,
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vtkm::Float32 scale,
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vtkm::Float32 angle,
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vtkm::Float32 windowAspect,
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const vtkm::Vec<vtkm::Float32, 2>& anchor,
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const vtkm::rendering::Color& color,
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const std::string& text) const
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{
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glPushMatrix();
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glTranslatef(position[0], position[1], 0);
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glScalef(1.f / windowAspect, 1, 1);
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glRotatef(angle, 0, 0, 1);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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this->RenderText(scale, anchor, text);
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glPopMatrix();
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}
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vtkm::rendering::WorldAnnotator* CanvasGL::CreateWorldAnnotator() const
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{
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return new vtkm::rendering::WorldAnnotatorGL;
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}
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void CanvasGL::RenderText(vtkm::Float32 scale,
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const vtkm::Vec<vtkm::Float32, 2>& anchor,
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const std::string& text) const
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{
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if (!this->FontTexture.Valid())
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{
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// When we load a font, we save a reference to it for the next time we
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// use it. Although technically we are changing the state, the logical
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// state does not change, so we go ahead and do it in this const
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// function.
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vtkm::rendering::CanvasGL* self = const_cast<vtkm::rendering::CanvasGL*>(this);
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self->Font = BitmapFontFactory::CreateLiberation2Sans();
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const std::vector<unsigned char>& rawpngdata = this->Font.GetRawImageData();
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std::vector<unsigned char> rgba;
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unsigned long width, height;
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int error = vtkm::rendering::DecodePNG(rgba, width, height, &rawpngdata[0], rawpngdata.size());
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if (error != 0)
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{
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return;
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}
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self->FontTexture.CreateAlphaFromRGBA(int(width), int(height), rgba);
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}
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this->FontTexture.Enable();
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_LIGHTING);
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//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -.5);
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glBegin(GL_QUADS);
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vtkm::Float32 textwidth = this->Font.GetTextWidth(text);
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vtkm::Float32 fx = -(.5f + .5f * anchor[0]) * textwidth;
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vtkm::Float32 fy = -(.5f + .5f * anchor[1]);
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vtkm::Float32 fz = 0;
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for (unsigned int i = 0; i < text.length(); ++i)
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{
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char c = text[i];
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char nextchar = (i < text.length() - 1) ? text[i + 1] : 0;
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vtkm::Float32 vl, vr, vt, vb;
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vtkm::Float32 tl, tr, tt, tb;
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this->Font.GetCharPolygon(c, fx, fy, vl, vr, vt, vb, tl, tr, tt, tb, nextchar);
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glTexCoord2f(tl, 1.f - tt);
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glVertex3f(scale * vl, scale * vt, fz);
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glTexCoord2f(tl, 1.f - tb);
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glVertex3f(scale * vl, scale * vb, fz);
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glTexCoord2f(tr, 1.f - tb);
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glVertex3f(scale * vr, scale * vb, fz);
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glTexCoord2f(tr, 1.f - tt);
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glVertex3f(scale * vr, scale * vt, fz);
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}
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glEnd();
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this->FontTexture.Disable();
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//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
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glDepthMask(GL_TRUE);
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glDisable(GL_ALPHA_TEST);
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}
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}
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} // namespace vtkm::rendering
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