vtk-m2/vtkm/rendering/View.h

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//============================================================================
// 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.
//============================================================================
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#ifndef vtk_m_rendering_View_h
#define vtk_m_rendering_View_h
#include <vtkm/Math.h>
#include <vtkm/Matrix.h>
#include <vtkm/VectorAnalysis.h>
namespace vtkm {
namespace rendering {
class View
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{
class View3D
{
public:
VTKM_CONT_EXPORT
View3D() : FieldOfView(0.f), XPan(0), YPan(0), Zoom(1)
{}
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VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix()
{
return View::ViewMatrix(this->Position, this->LookAt, this->Up);
}
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VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(vtkm::Int32 &width,
vtkm::Int32 &height,
vtkm::Float32 &nearPlane,
vtkm::Float32 &farPlane)
{
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
vtkm::Float32 AspectRatio = vtkm::Float32(width) / vtkm::Float32(height);
vtkm::Float32 fovRad = (this->FieldOfView * 3.1415926f)/180.f;
fovRad = vtkm::Tan( fovRad * 0.5f);
vtkm::Float32 size = nearPlane * fovRad;
vtkm::Float32 left = -size * AspectRatio;
vtkm::Float32 right = size * AspectRatio;
vtkm::Float32 bottom = -size;
vtkm::Float32 top = size;
matrix(0,0) = 2.f * nearPlane / (right - left);
matrix(1,1) = 2.f * nearPlane / (top - bottom);
matrix(0,2) = (right + left) / (right - left);
matrix(1,2) = (top + bottom) / (top - bottom);
matrix(2,2) = -(farPlane + nearPlane) / (farPlane - nearPlane);
matrix(3,2) = -1.f;
matrix(2,3) = -(2.f * farPlane * nearPlane) / (farPlane - nearPlane);
matrix(3,3) = 0.f;
vtkm::Matrix<vtkm::Float32,4,4> T, Z;
T = View::TranslateMatrix(this->XPan, this->YPan, 0);
Z = View::ScaleMatrix(this->Zoom, this->Zoom, 1);
matrix = vtkm::MatrixMultiply(Z, vtkm::MatrixMultiply(T, matrix));
return matrix;
}
vtkm::Vec<vtkm::Float32,3> Up;
vtkm::Vec<vtkm::Float32,3> LookAt;
vtkm::Vec<vtkm::Float32,3> Position;
vtkm::Float32 FieldOfView;
vtkm::Float32 XPan;
vtkm::Float32 YPan;
vtkm::Float32 Zoom;
};
class View2D
{
public:
VTKM_CONT_EXPORT
View2D() : Left(0.f), Right(0.f), Top(0.f), Bottom(0.f), XScale(1.f)
{}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix()
{
vtkm::Vec<vtkm::Float32,3> lookAt((this->Left + this->Right)/2.f,
(this->Top + this->Bottom)/2.f,
0.f);
vtkm::Vec<vtkm::Float32,3> position = lookAt;
position[2] = 1.f;
vtkm::Vec<vtkm::Float32,3> up(0,1,0);
return View::ViewMatrix(position, lookAt, up);
}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix(vtkm::Float32 &size,
vtkm::Float32 &near,
vtkm::Float32 &far,
vtkm::Float32 &aspect)
{
vtkm::Matrix<vtkm::Float32,4,4> matrix(0.f);
vtkm::Float32 left = -size/2.f * aspect;
vtkm::Float32 right = size/2.f * aspect;
vtkm::Float32 bottom = -size/2.f;
vtkm::Float32 top = size/2.f;
matrix(0,0) = 2.f/(right-left);
matrix(1,1) = 2.f/(top-bottom);
matrix(2,2) = -2.f/(far-near);
matrix(0,3) = -(right+left)/(right-left);
matrix(1,3) = -(top+bottom)/(top-bottom);
matrix(2,3) = -(far+near)/(far-near);
matrix(3,3) = 1.f;
return matrix;
}
vtkm::Float32 Left;
vtkm::Float32 Right;
vtkm::Float32 Top;
vtkm::Float32 Bottom;
vtkm::Float32 XScale;
};
private:
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> ViewMatrix(const vtkm::Vec<vtkm::Float32,3> &position,
const vtkm::Vec<vtkm::Float32,3> &lookAt,
const vtkm::Vec<vtkm::Float32,3> &up)
{
vtkm::Vec<vtkm::Float32,3> viewDir = position-lookAt;
vtkm::Vec<vtkm::Float32,3> right = vtkm::Cross(up,viewDir);
vtkm::Vec<vtkm::Float32,3> ru = vtkm::Cross(viewDir,right);
vtkm::Normalize(viewDir);
vtkm::Normalize(right);
vtkm::Normalize(ru);
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
matrix(0,0) = right[0];
matrix(0,1) = right[1];
matrix(0,2) = right[2];
matrix(1,0) = ru[0];
matrix(1,1) = ru[1];
matrix(1,2) = ru[2];
matrix(2,0) = viewDir[0];
matrix(2,1) = viewDir[1];
matrix(2,2) = viewDir[2];
matrix(0,3) = -vtkm::dot(right,position);
matrix(1,3) = -vtkm::dot(ru,position);
matrix(2,3) = -vtkm::dot(viewDir,position);
return matrix;
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> ScaleMatrix(const vtkm::Vec<vtkm::Float32,3> &v)
{
return ScaleMatrix(v[0], v[1], v[2]);
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> ScaleMatrix(const vtkm::Float32 &s)
{
return ScaleMatrix(s,s,s);
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> ScaleMatrix(const vtkm::Float32 &x,
const vtkm::Float32 &y,
const vtkm::Float32 &z)
{
vtkm::Matrix<vtkm::Float32,4,4> scaleMatrix(0.0f);
scaleMatrix(0,0) = x;
scaleMatrix(1,1) = y;
scaleMatrix(2,2) = z;
scaleMatrix(3,3) = 1.0f;
return scaleMatrix;
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> TranslateMatrix(const vtkm::Vec<vtkm::Float32,3> &v)
{
return TranslateMatrix(v[0], v[1], v[2]);
}
static VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> TranslateMatrix(const vtkm::Float32 &x,
const vtkm::Float32 &y,
const vtkm::Float32 &z)
{
vtkm::Matrix<vtkm::Float32,4,4> translateMatrix;
vtkm::MatrixIdentity(translateMatrix);
translateMatrix(0,3) = x;
translateMatrix(1,3) = y;
translateMatrix(2,3) = z;
return translateMatrix;
}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4>
CreateTrackball(vtkm::Float32 p1x, vtkm::Float32 p1y, vtkm::Float32 p2x, vtkm::Float32 p2y)
{
const vtkm::Float32 RADIUS = 0.80f; //z value lookAt x = y = 0.0
const vtkm::Float32 COMPRESSION = 3.5f; // multipliers for x and y.
const vtkm::Float32 AR3 = RADIUS*RADIUS*RADIUS;
vtkm::Matrix<vtkm::Float32,4,4> matrix;
vtkm::MatrixIdentity(matrix);
if (p1x==p2x && p1y==p2y) { return matrix; }
vtkm::Vec<vtkm::Float32, 3> p1(p1x,p1y, AR3/((p1x*p1x+p1y*p1y)*COMPRESSION+AR3));
vtkm::Vec<vtkm::Float32, 3> p2(p2x,p2y, AR3/((p2x*p2x+p2y*p2y)*COMPRESSION+AR3));
vtkm::Vec<vtkm::Float32, 3> axis = vtkm::Normal(vtkm::Cross(p2,p1));
//std::cout<<"Axis: "<<axis[0]<<" "<<axis[1]<<" "<<axis[2]<<std::endl;
vtkm::Vec<vtkm::Float32, 3> p2_p1(p2[0]-p1[0], p2[1]-p1[1], p2[2]-p1[2]);
vtkm::Float32 t = vtkm::Magnitude(p2_p1);
t = vtkm::Min(vtkm::Max(t, -1.0f), 1.0f);
vtkm::Float32 phi = static_cast<vtkm::Float32>(-2.0f*asin(t/(2.0f*RADIUS)));
vtkm::Float32 val = static_cast<vtkm::Float32>(sin(phi/2.0f));
axis[0] *= val;
axis[1] *= val;
axis[2] *= val;
//quaternion
vtkm::Float32 q[4] = {axis[0], axis[1], axis[2], static_cast<vtkm::Float32>(cos(phi/2.0f))};
// normalize quaternion to unit magnitude
t = 1.0f / static_cast<vtkm::Float32>(sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]));
q[0] *= t;
q[1] *= t;
q[2] *= t;
q[3] *= t;
/*
std::cout<<"P1: "<<p1[0]<<" "<<p1[1]<<" "<<p1[2]<<std::endl;
std::cout<<"P2: "<<p2[0]<<" "<<p2[1]<<" "<<p2[2]<<std::endl;
std::cout<<"T= "<<t<<std::endl;
std::cout<<"PHI= "<<phi<<std::endl;
std::cout<<"QUAT: "<<q[0]<<" "<<q[1]<<" "<<q[2]<<" "<<q[3]<<std::endl;
*/
matrix(0,0) = 1 - 2 * (q[1]*q[1] + q[2]*q[2]);
matrix(0,1) = 2 * (q[0]*q[1] + q[2]*q[3]);
matrix(0,2) = (2 * (q[2]*q[0] - q[1]*q[3]) );
matrix(1,0) = 2 * (q[0]*q[1] - q[2]*q[3]);
matrix(1,1) = 1 - 2 * (q[2]*q[2] + q[0]*q[0]);
matrix(1,2) = (2 * (q[1]*q[2] + q[0]*q[3]) );
matrix(2,0) = (2 * (q[2]*q[0] + q[1]*q[3]) );
matrix(2,1) = (2 * (q[1]*q[2] - q[0]*q[3]) );
matrix(2,2) = (1 - 2 * (q[1]*q[1] + q[0]*q[0]) );
return matrix;
}
public:
enum ViewTypeEnum { VIEW_2D, VIEW_3D };
ViewTypeEnum ViewType;
View3D View3d;
View2D View2d;
vtkm::Int32 Width;
vtkm::Int32 Height;
vtkm::Float32 NearPlane;
vtkm::Float32 FarPlane;
vtkm::Float32 ViewportLeft;
vtkm::Float32 ViewportRight;
vtkm::Float32 ViewportBottom;
vtkm::Float32 ViewportTop;
VTKM_CONT_EXPORT
View(ViewTypeEnum vtype=View::VIEW_3D)
: ViewType(vtype),
Width(-1),
Height(-1),
NearPlane(0.f),
FarPlane(1.f),
ViewportLeft(-1.f),
ViewportRight(1.f),
ViewportBottom(-1.f),
ViewportTop(1.f)
{}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateViewMatrix()
{
if (this->ViewType == View::VIEW_3D)
{
return this->View3d.CreateViewMatrix();
}
else
{
return this->View2d.CreateViewMatrix();
}
}
VTKM_CONT_EXPORT
vtkm::Matrix<vtkm::Float32,4,4> CreateProjectionMatrix()
{
if (this->ViewType == View::VIEW_3D)
{
return this->View3d.CreateProjectionMatrix(
this->Width, this->Height, this->NearPlane, this->FarPlane);
}
else
{
vtkm::Float32 size = vtkm::Abs(this->View2d.Top - this->View2d.Bottom);
vtkm::Float32 left,right,bottom,top;
this->GetRealViewport(left,right,bottom,top);
vtkm::Float32 aspect =
(static_cast<vtkm::Float32>(this->Width)*(right-left)) /
(static_cast<vtkm::Float32>(this->Height)*(top-bottom));
return this->View2d.CreateProjectionMatrix(
size, this->NearPlane, this->FarPlane, aspect);
}
}
VTKM_CONT_EXPORT
void GetRealViewport(vtkm::Float32 &left, vtkm::Float32 &right,
vtkm::Float32 &bottom, vtkm::Float32 &top)
{
if (this->ViewType == View::VIEW_3D)
{
left = this->ViewportLeft;
right = this->ViewportRight;
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
else
{
vtkm::Float32 maxvw = (this->ViewportRight-this->ViewportLeft) * static_cast<vtkm::Float32>(this->Width);
vtkm::Float32 maxvh = (this->ViewportTop-this->ViewportBottom) * static_cast<vtkm::Float32>(this->Height);
vtkm::Float32 waspect = maxvw / maxvh;
vtkm::Float32 daspect = (this->View2d.Right - this->View2d.Left) / (this->View2d.Top - this->View2d.Bottom);
daspect *= this->View2d.XScale;
//cerr << "waspect="<<waspect << " \tdaspect="<<daspect<<endl;
const bool center = true; // if false, anchor to bottom-left
if (waspect > daspect)
{
vtkm::Float32 new_w = (this->ViewportRight-this->ViewportLeft) * daspect / waspect;
if (center)
{
left = (this->ViewportLeft+this->ViewportRight)/2.f - new_w/2.f;
right = (this->ViewportLeft+this->ViewportRight)/2.f + new_w/2.f;
}
else
{
left = this->ViewportLeft;
right = this->ViewportLeft + new_w;
}
bottom = this->ViewportBottom;
top = this->ViewportTop;
}
else
{
vtkm::Float32 new_h = (this->ViewportTop-this->ViewportBottom) * waspect / daspect;
if (center)
{
bottom = (this->ViewportBottom+this->ViewportTop)/2.f - new_h/2.f;
top = (this->ViewportBottom+this->ViewportTop)/2.f + new_h/2.f;
}
else
{
bottom = this->ViewportBottom;
top = this->ViewportBottom + new_h;
}
left = this->ViewportLeft;
right = this->ViewportRight;
}
}
}
VTKM_CONT_EXPORT
vtkm::Vec<vtkm::Float32, 3>
MultVector(const vtkm::Matrix<vtkm::Float32,4,4> &matrix, vtkm::Vec<vtkm::Float32, 3> &v)
{
vtkm::Vec<vtkm::Float32,4> v4(v[0],v[1],v[2], 1);
v4 = vtkm::MatrixMultiply(matrix, v4);
v[0] = v4[0];
v[1] = v4[1];
v[2] = v4[2];
return v;
}
VTKM_CONT_EXPORT
void Pan3D(vtkm::Float32 dx, vtkm::Float32 dy)
{
//std::cout<<"Pan3d: "<<dx<<" "<<dy<<std::endl;
this->View3d.XPan += dx;
this->View3d.YPan += dy;
}
VTKM_CONT_EXPORT
void Zoom3D(vtkm::Float32 zoom)
{
vtkm::Float32 factor = powf(4, zoom);
//std::cout<<"Zoom3D: "<<zoom<<" --> "<<factor<<std::endl;
this->View3d.Zoom *= factor;
this->View3d.XPan *= factor;
this->View3d.YPan *= factor;
}
VTKM_CONT_EXPORT
void TrackballRotate(vtkm::Float32 x1, vtkm::Float32 y1, vtkm::Float32 x2, vtkm::Float32 y2)
{
/*
std::cout<<std::endl;
std::cout<<"*****************************************************************"<<std::endl;
std::cout<<x1<<" "<<y1<<" --> "<<x2<<" "<<y2<<std::endl;
printVec("position", view3d.Position);
printVec("lookAt", view3d.lookAt);
printVec("up", view3d.up);
std::cout<<"*****************************************************************"<<std::endl;
*/
vtkm::Matrix<vtkm::Float32,4,4> R1 = CreateTrackball(x1,y1, x2,y2);
//Translate matrix
vtkm::Matrix<vtkm::Float32,4,4> T1 = View::TranslateMatrix(-this->View3d.LookAt);
//vtkm::MatrixIdentity(T1);
//T1(0,3) = -view3d.lookAt[0];
//T1(1,3) = -view3d.lookAt[1];
//T1(2,3) = -view3d.lookAt[2];
//Translate matrix
vtkm::Matrix<vtkm::Float32,4,4> T2 = View::TranslateMatrix(this->View3d.LookAt);
//T2(0,3) = view3d.lookAt[0];
//T2(1,3) = view3d.lookAt[1];
//T2(2,3) = view3d.lookAt[2];
vtkm::Matrix<vtkm::Float32,4,4> V1 = this->CreateViewMatrix();
V1(0,3) = 0;
V1(1,3) = 0;
V1(2,3) = 0;
vtkm::Matrix<vtkm::Float32,4,4> V2 = vtkm::MatrixTranspose(V1);
//MM = T2 * V2 * R1 * V1 * T1;
vtkm::Matrix<vtkm::Float32,4,4> MM;
MM = vtkm::MatrixMultiply(T2,
vtkm::MatrixMultiply(V2,
vtkm::MatrixMultiply(R1,
vtkm::MatrixMultiply(V1,T1))));
this->View3d.Position = MultVector(MM, this->View3d.Position);
this->View3d.LookAt = MultVector(MM, this->View3d.LookAt);
this->View3d.Up = MultVector(MM, this->View3d.Up);
/*
printMtx("T1", T1);
printMtx("T2", T2);
printMtx("V1", V1);
printMtx("V2", V2);
printMtx("R1", R1);
printMtx("MM", MM);
printVec("position", this->View3d.Position);
printVec("lookAt", this->View3d.LookAt);
printVec("up", this->View3d.Up);
*/
}
};
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}} // namespace vtkm::rendering
#endif // vtk_m_rendering_View_h