mirror of
https://gitlab.kitware.com/vtk/vtk-m
synced 2024-09-08 21:33:55 +00:00
fdaccc22db
Change the VTKM_CONT_EXPORT to VTKM_CONT. (Likewise for EXEC and EXEC_CONT.) Remove the inline from these macros so that they can be applied to everything, including implementations in a library. Because inline is not declared in these modifies, you have to add the keyword to functions and methods where the implementation is not inlined in the class.
137 lines
3.9 KiB
C++
137 lines
3.9 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/Actor.h>
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#include <vtkm/Assert.h>
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#include <vtkm/cont/TryExecute.h>
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namespace vtkm {
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namespace rendering {
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struct Actor::InternalsType
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{
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vtkm::cont::DynamicCellSet Cells;
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vtkm::cont::CoordinateSystem Coordinates;
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vtkm::cont::Field ScalarField;
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vtkm::rendering::ColorTable ColorTable;
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vtkm::Range ScalarRange;
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vtkm::Bounds SpatialBounds;
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VTKM_CONT
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InternalsType(const vtkm::cont::DynamicCellSet &cells,
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const vtkm::cont::CoordinateSystem &coordinates,
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const vtkm::cont::Field &scalarField,
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const vtkm::rendering::ColorTable &colorTable)
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: Cells(cells),
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Coordinates(coordinates),
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ScalarField(scalarField),
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ColorTable(colorTable)
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{ }
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};
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struct Actor::RangeFunctor
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{
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vtkm::rendering::Actor::InternalsType *Internals;
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const vtkm::cont::CoordinateSystem &Coordinates;
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const vtkm::cont::Field &ScalarField;
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VTKM_CONT
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RangeFunctor(vtkm::rendering::Actor *self,
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const vtkm::cont::CoordinateSystem &coordinates,
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const vtkm::cont::Field &scalarField)
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: Internals(self->Internals.get()),
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Coordinates(coordinates),
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ScalarField(scalarField)
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{ }
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template<typename Device>
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VTKM_CONT
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bool operator()(Device)
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{
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VTKM_IS_DEVICE_ADAPTER_TAG(Device);
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this->ScalarField.GetRange(&this->Internals->ScalarRange, Device());
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this->Internals->SpatialBounds = this->Coordinates.GetBounds(Device());
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return true;
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}
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};
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Actor::Actor(const vtkm::cont::DynamicCellSet &cells,
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const vtkm::cont::CoordinateSystem &coordinates,
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const vtkm::cont::Field &scalarField,
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const vtkm::rendering::ColorTable &colorTable)
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: Internals(new InternalsType(cells, coordinates, scalarField, colorTable))
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{
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VTKM_ASSERT(scalarField.GetData().GetNumberOfComponents() == 1);
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RangeFunctor functor(this, coordinates, scalarField);
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vtkm::cont::TryExecute(functor);
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}
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void Actor::Render(vtkm::rendering::Mapper &mapper,
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vtkm::rendering::Canvas &canvas,
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const vtkm::rendering::Camera &camera) const
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{
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mapper.SetCanvas(&canvas);
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mapper.SetActiveColorTable(this->Internals->ColorTable);
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mapper.RenderCells(this->Internals->Cells,
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this->Internals->Coordinates,
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this->Internals->ScalarField,
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this->Internals->ColorTable,
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camera,
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this->Internals->ScalarRange);
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}
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const vtkm::cont::DynamicCellSet &Actor::GetCells() const
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{
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return this->Internals->Cells;
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}
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const vtkm::cont::CoordinateSystem &Actor::GetCoordiantes() const
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{
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return this->Internals->Coordinates;
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}
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const vtkm::cont::Field &Actor::GetScalarField() const
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{
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return this->Internals->ScalarField;
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}
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const vtkm::rendering::ColorTable &Actor::GetColorTable() const
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{
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return this->Internals->ColorTable;
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}
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const vtkm::Range &Actor::GetScalarRange() const
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{
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return this->Internals->ScalarRange;
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}
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const vtkm::Bounds &Actor::GetSpatialBounds() const
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{
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return this->Internals->SpatialBounds;
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}
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}
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} // namespace vtkm::rendering
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