//============================================================================ // 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 2014 Sandia Corporation. // Copyright 2014 UT-Battelle, LLC. // Copyright 2014 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. //============================================================================ #ifndef VTKM_DEVICE_ADAPTER #define VTKM_DEVICE_ADAPTER VTKM_DEVICE_ADAPTER_SERIAL #endif #include #include #include #include #include //Suppress warnings about glut being deprecated on OSX #if (defined(VTKM_GCC) || defined(VTKM_CLANG)) # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wdeprecated-declarations" #endif #if defined (__APPLE__) # include #else # include #endif #include "../isosurface/quaternion.h" typedef VTKM_DEFAULT_DEVICE_ADAPTER_TAG DeviceAdapter; // Default size of the example static vtkm::Id3 dims(4,4,4); static vtkm::Id cellsToDisplay = 64; static vtkm::Id numberOfInPoints; // Takes input uniform grid and outputs unstructured grid of tets static vtkm::worklet::TetrahedralizeFilterUniformGrid *tetrahedralizeFilter; static vtkm::cont::DataSet tetDataSet; // Point location of vertices from a CastAndCall but needs a static cast eventually static vtkm::cont::ArrayHandle > vertexArray; // OpenGL display variables static Quaternion qrot; static int lastx, lasty; static int mouse_state = 1; // // Construct an input data set with uniform grid of indicated dimensions, origin and spacing // vtkm::cont::DataSet MakeTetrahedralizeTestDataSet(vtkm::Id3 dim) { vtkm::cont::DataSet dataSet; // Place uniform grid on a set physical space so OpenGL drawing is easier const vtkm::Id3 vdims(dim[0] + 1, dim[1] + 1, dim[2] + 1); const vtkm::Vec origin = vtkm::make_Vec(0.0f, 0.0f, 0.0f); const vtkm::Vec spacing = vtkm::make_Vec( 1.0f/static_cast(dim[0]), 1.0f/static_cast(dim[1]), 1.0f/static_cast(dim[2])); // Generate coordinate system vtkm::cont::ArrayHandleUniformPointCoordinates coordinates(vdims, origin, spacing); dataSet.AddCoordinateSystem( vtkm::cont::CoordinateSystem("coordinates", coordinates)); // Generate cell set vtkm::cont::CellSetStructured<3> cellSet("cells"); cellSet.SetPointDimensions(vdims); dataSet.AddCellSet(cellSet); return dataSet; } // // Functor to retrieve vertex locations from the CoordinateSystem // Actually need a static cast to ArrayHandle from DynamicArrayHandleCoordinateSystem // but haven't been able to figure out what that is // struct GetVertexArray { template VTKM_CONT void operator()(ArrayHandleType array) const { this->GetVertexPortal(array.GetPortalConstControl()); } private: template VTKM_CONT void GetVertexPortal(const PortalType &portal) const { for (vtkm::Id index = 0; index < portal.GetNumberOfValues(); index++) { vertexArray.GetPortalControl().Set(index, portal.Get(index)); } } }; // // Initialize the OpenGL state // void initializeGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); float white[] = { 0.8f, 0.8f, 0.8f, 1.0f }; float black[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float lightPos[] = { 10.0f, 10.0f, 10.5f, 1.0f }; glLightfv(GL_LIGHT0, GL_AMBIENT, white); glLightfv(GL_LIGHT0, GL_DIFFUSE, white); glLightfv(GL_LIGHT0, GL_SPECULAR, black); glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); } // // Render the output using simple OpenGL // void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 45.0f, 1.0f, 1.0f, 20.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glLineWidth(3.0f); glPushMatrix(); float rotationMatrix[16]; qrot.getRotMat(rotationMatrix); glMultMatrixf(rotationMatrix); glTranslatef(-0.5f, -0.5f, -0.5f); // Get the cell set, coordinate system and coordinate data vtkm::cont::CellSetSingleType<> cellSet; tetDataSet.GetCellSet(0).CopyTo(cellSet); // Need the actual vertex points from a static cast of the dynamic array but can't get it right // So use cast and call on a functor that stores that dynamic array into static array we created vertexArray.Allocate(numberOfInPoints); vtkm::cont::CastAndCall(tetDataSet.GetCoordinateSystem(), GetVertexArray()); // Draw the five tetrahedra belonging to each hexadron vtkm::Id tetra = 0; vtkm::Float32 color[5][3] = { {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f} }; for (vtkm::Id hex = 0; hex < cellsToDisplay; hex++) { for (vtkm::Id j = 0; j < 5; j++) { vtkm::Id indx = tetra % 5; glColor3f(color[indx][0], color[indx][1], color[indx][2]); // Get the indices of the vertices that make up this tetrahedron vtkm::Vec tetIndices; cellSet.GetIndices(tetra, tetIndices); // Get the vertex points for this tetrahedron vtkm::Vec pt0 = vertexArray.GetPortalConstControl().Get(tetIndices[0]); vtkm::Vec pt1 = vertexArray.GetPortalConstControl().Get(tetIndices[1]); vtkm::Vec pt2 = vertexArray.GetPortalConstControl().Get(tetIndices[2]); vtkm::Vec pt3 = vertexArray.GetPortalConstControl().Get(tetIndices[3]); // Draw the tetrahedron filled with alternating colors glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); glBegin(GL_TRIANGLE_STRIP); glVertex3d(pt0[0], pt0[1], pt0[2]); glVertex3d(pt1[0], pt1[1], pt1[2]); glVertex3d(pt2[0], pt2[1], pt2[2]); glVertex3d(pt3[0], pt3[1], pt3[2]); glVertex3d(pt0[0], pt0[1], pt0[2]); glVertex3d(pt1[0], pt1[1], pt1[2]); glEnd(); // Draw the tetrahedron wireframe glColor3f(1.0f, 1.0f, 1.0f); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); glBegin(GL_TRIANGLE_STRIP); glVertex3d(pt0[0], pt0[1], pt0[2]); glVertex3d(pt1[0], pt1[1], pt1[2]); glVertex3d(pt2[0], pt2[1], pt2[2]); glVertex3d(pt3[0], pt3[1], pt3[2]); glVertex3d(pt0[0], pt0[1], pt0[2]); glVertex3d(pt1[0], pt1[1], pt1[2]); glEnd(); tetra++; } } glPopMatrix(); glutSwapBuffers(); } // Allow rotations of the view void mouseMove(int x, int y) { vtkm::Float32 dx = static_cast(x - lastx); vtkm::Float32 dy = static_cast(y - lasty); if (mouse_state == 0) { vtkm::Float32 pi = static_cast(vtkm::Pi()); Quaternion newRotX; newRotX.setEulerAngles(-0.2f * dx * pi / 180.0f, 0.0f, 0.0f); qrot.mul(newRotX); Quaternion newRotY; newRotY.setEulerAngles(0.0f, 0.0f, -0.2f * dy * pi / 180.0f); qrot.mul(newRotY); } lastx = x; lasty = y; glutPostRedisplay(); } // Respond to mouse button void mouseCall(int button, int state, int x, int y) { if (button == 0) mouse_state = state; if ((button == 0) && (state == 0)) { lastx = x; lasty = y; } } // Tetrahedralize and render uniform grid example int main(int argc, char* argv[]) { std::cout << "TetrahedralizeUniformGrid Example" << std::endl; std::cout << "Parameters are [xdim ydim zdim [# of cellsToDisplay]]" << std::endl << std::endl; // Set the problem size and number of cells to display from command line if (argc >= 4) { dims[0] = atoi(argv[1]); dims[1] = atoi(argv[2]); dims[2] = atoi(argv[3]); cellsToDisplay = dims[0] * dims[1] * dims[2]; } if (argc == 5) { cellsToDisplay = atoi(argv[4]); } // Create the input uniform cell set vtkm::cont::DataSet inDataSet = MakeTetrahedralizeTestDataSet(dims); // Set number of cells and vertices in input dataset numberOfInPoints = (dims[0] + 1) * (dims[1] + 1) * (dims[2] + 1); // Create the output dataset explicit cell set with same coordinate system vtkm::cont::CellSetSingleType<> cellSet("cells"); tetDataSet.AddCellSet(cellSet); tetDataSet.AddCoordinateSystem(inDataSet.GetCoordinateSystem(0)); // Convert uniform hexahedra to tetrahedra tetrahedralizeFilter = new vtkm::worklet::TetrahedralizeFilterUniformGrid (inDataSet, tetDataSet); tetrahedralizeFilter->Run(); // Render the output dataset of tets lastx = lasty = 0; glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(1000, 1000); glutCreateWindow("VTK-m Uniform Tetrahedralize"); initializeGL(); glutDisplayFunc(displayCall); glutMotionFunc(mouseMove); glutMouseFunc(mouseCall); glutMainLoop(); delete tetrahedralizeFilter; tetDataSet.Clear(); vertexArray.ReleaseResources(); return 0; } #if (defined(VTKM_GCC) || defined(VTKM_CLANG)) # pragma GCC diagnostic pop #endif