Perform missing updates to OSMesa code

I do not have OSMesa on my main development platform, so I missed updating
some of the code when I changed the interface.

Also removed some inline statements on pure virtual functions that GCC
was complaining about.
This commit is contained in:
Kenneth Moreland 2016-06-09 12:35:59 -06:00
parent ca87b5f736
commit 9b34f9eccc
4 changed files with 15 additions and 30 deletions

@ -47,13 +47,9 @@ public:
virtual ~Canvas() { } virtual ~Canvas() { }
VTKM_CONT_EXPORT
virtual void Initialize() = 0; virtual void Initialize() = 0;
VTKM_CONT_EXPORT
virtual void Activate() = 0; virtual void Activate() = 0;
VTKM_CONT_EXPORT
virtual void Clear() = 0; virtual void Clear() = 0;
VTKM_CONT_EXPORT
virtual void Finish() = 0; virtual void Finish() = 0;
typedef vtkm::cont::ArrayHandle<vtkm::Vec<vtkm::Float32,4> > ColorBufferType; typedef vtkm::cont::ArrayHandle<vtkm::Vec<vtkm::Float32,4> > ColorBufferType;

@ -37,13 +37,14 @@ class CanvasOSMesa : public CanvasGL
{ {
public: public:
VTKM_CONT_EXPORT VTKM_CONT_EXPORT
CanvasOSMesa(vtkm::Id w=1024, CanvasOSMesa(vtkm::Id width=1024,
vtkm::Id h=1024, vtkm::Id height=1024,
const vtkm::rendering::Color &c = const vtkm::rendering::Color &color =
vtkm::rendering::Color(0.0f,0.0f,0.0f,1.0f)) vtkm::rendering::Color(0.0f,0.0f,0.0f,1.0f))
: CanvasGL(w,h,c) : CanvasGL(color)
{ {
ctx = NULL; ctx = NULL;
this->ResizeBuffers(width, height);
} }
VTKM_CONT_EXPORT VTKM_CONT_EXPORT

@ -39,7 +39,6 @@ public:
virtual ~Mapper() virtual ~Mapper()
{} {}
VTKM_CONT_EXPORT
virtual void RenderCells(const vtkm::cont::DynamicCellSet &cellset, virtual void RenderCells(const vtkm::cont::DynamicCellSet &cellset,
const vtkm::cont::CoordinateSystem &coords, const vtkm::cont::CoordinateSystem &coords,
const vtkm::cont::Field &scalarField, const vtkm::cont::Field &scalarField,

@ -50,26 +50,15 @@ void Set2DView(vtkm::rendering::Camera &camera,
vtkm::Bounds coordsBounds = coords.GetBounds(VTKM_DEFAULT_DEVICE_ADAPTER_TAG()); vtkm::Bounds coordsBounds = coords.GetBounds(VTKM_DEFAULT_DEVICE_ADAPTER_TAG());
//set up a default view //set up a default view
camera = vtkm::rendering::Camera(vtkm::rendering::Camera::VIEW_2D); camera = vtkm::rendering::Camera(vtkm::rendering::Camera::MODE_2D);
camera.Camera2d.Left = static_cast<vtkm::Float32>(coordsBounds.X.Min); camera.SetViewRange2D(coordsBounds);
camera.Camera2d.Right = static_cast<vtkm::Float32>(coordsBounds.X.Max); camera.SetClippingRange(1.f, 100.f);
camera.Camera2d.Bottom = static_cast<vtkm::Float32>(coordsBounds.Y.Min);
camera.Camera2d.Top = static_cast<vtkm::Float32>(coordsBounds.Y.Max);
camera.NearPlane = 1.f;
camera.FarPlane = 100.f;
// Give it some space for other annotations like a color bar // Give it some space for other annotations like a color bar
camera.ViewportLeft = -.7f; camera.SetViewport(-0.7f, +0.7f, -0.7f, +0.7f);
camera.ViewportRight = +.7f;
camera.ViewportBottom = -.7f;
camera.ViewportTop = +.7f;
/* std::cout << "Camera2D: Viewport: " << camera.GetViewport() << std::endl;
std::cout<<"Camera2d: l/r: "<<camera.camera2d.left<<" "<<camera.camera2d.right<<std::endl; std::cout << " ClippingRange: " << camera.GetClippingRange() << std::endl;
std::cout<<"Camera2d: b/t: "<<camera.camera2d.bottom<<" "<<camera.camera2d.top<<std::endl;
std::cout<<" near/far: "<<camera.nearPlane<<"/"<<camera.farPlane<<std::endl;
std::cout<<" w/h: "<<camera.width<<"/"<<camera.height<<std::endl;
*/
} }
void Render3D(const vtkm::cont::DataSet &ds, void Render3D(const vtkm::cont::DataSet &ds,
@ -88,10 +77,10 @@ void Render3D(const vtkm::cont::DataSet &ds,
vtkm::rendering::Color bg(0.2f, 0.2f, 0.2f, 1.0f); vtkm::rendering::Color bg(0.2f, 0.2f, 0.2f, 1.0f);
vtkm::rendering::CanvasOSMesa canvas(W,H,bg); vtkm::rendering::CanvasOSMesa canvas(W,H,bg);
scene.Actors.push_back(vtkm::rendering::Actor(ds.GetCellSet(), scene.AddActor(vtkm::rendering::Actor(ds.GetCellSet(),
ds.GetCoordinateSystem(), ds.GetCoordinateSystem(),
ds.GetField(fieldNm), ds.GetField(fieldNm),
vtkm::rendering::ColorTable(ctName))); vtkm::rendering::ColorTable(ctName)));
//TODO: W/H in view. bg in view (view sets canvas/renderer). //TODO: W/H in view. bg in view (view sets canvas/renderer).
vtkm::rendering::View3D view(scene, mapper, canvas, camera, bg); vtkm::rendering::View3D view(scene, mapper, canvas, camera, bg);