b01e8391b4
Move some of the management of the width, height, and buffers to the base Canvas class. Also, when it makes sense, get the width and height from the rendering system. Also changed the color buffer to be a Vec so that you don't have to manage array offsets by hand. All of these changes snowballed from the observation that the glut example did not properly enable the depth buffer.
146 lines
5.6 KiB
C++
146 lines
5.6 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 2015 Sandia Corporation.
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// Copyright 2015 UT-Battelle, LLC.
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// Copyright 2015 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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#ifndef vtk_m_rendering_MapperGL_h
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#define vtk_m_rendering_MapperGL_h
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#include <vtkm/cont/DataSet.h>
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#include <vtkm/cont/CoordinateSystem.h>
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#include <vtkm/cont/DynamicArrayHandle.h>
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#include <vtkm/rendering/Camera.h>
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#include <vtkm/rendering/ColorTable.h>
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#include <vtkm/rendering/Mapper.h>
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#include <vtkm/rendering/Triangulator.h>
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#include <vtkm/rendering/internal/OpenGLHeaders.h>
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#include <stdio.h>
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#include <iostream>
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#include <fstream>
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namespace vtkm {
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namespace rendering {
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template<typename DeviceAdapter = VTKM_DEFAULT_DEVICE_ADAPTER_TAG>
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class MapperGL : public Mapper
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{
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public:
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VTKM_CONT_EXPORT
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MapperGL() {}
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VTKM_CONT_EXPORT
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virtual void RenderCells(const vtkm::cont::DynamicCellSet &cellset,
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const vtkm::cont::CoordinateSystem &coords,
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const vtkm::cont::Field &scalarField,
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const vtkm::rendering::ColorTable &colorTable,
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const vtkm::rendering::Camera &,
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const vtkm::Range &scalarRange)
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{
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vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Id, 4> > indices;
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vtkm::Id numTri;
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Triangulator<DeviceAdapter> triangulator;
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triangulator.run(cellset, indices, numTri);
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vtkm::cont::ArrayHandle<vtkm::Float32> sf;
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sf = scalarField.GetData().Cast<vtkm::cont::ArrayHandle<vtkm::Float32> >();
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vtkm::cont::DynamicArrayHandleCoordinateSystem dcoords = coords.GetData();
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vtkm::cont::ArrayHandleUniformPointCoordinates uVerts;
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vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Float32,3> > eVerts;
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if(dcoords.IsSameType(vtkm::cont::ArrayHandleUniformPointCoordinates()))
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{
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uVerts = dcoords.Cast<vtkm::cont::ArrayHandleUniformPointCoordinates>();
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RenderTriangles(numTri, uVerts, indices, sf, colorTable, scalarRange);
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}
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else if(dcoords.IsSameType(vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Float32,3> >()))
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{
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eVerts = dcoords.Cast<vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Float32,3> > > ();
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RenderTriangles(numTri, eVerts, indices, sf, colorTable, scalarRange);
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}
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else if(dcoords.IsSameType(vtkm::cont::ArrayHandleCartesianProduct<
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vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
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vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
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vtkm::cont::ArrayHandle<vtkm::FloatDefault> >()))
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{
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vtkm::cont::ArrayHandleCartesianProduct<
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vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
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vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
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vtkm::cont::ArrayHandle<vtkm::FloatDefault> > rVerts;
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rVerts = dcoords.Cast<vtkm::cont::ArrayHandleCartesianProduct<
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vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
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vtkm::cont::ArrayHandle<vtkm::FloatDefault>,
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vtkm::cont::ArrayHandle<vtkm::FloatDefault> > > ();
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RenderTriangles(numTri, rVerts, indices, sf, colorTable, scalarRange);
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}
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glFinish();
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glFlush();
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}
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template <typename PtType>
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VTKM_CONT_EXPORT
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void RenderTriangles(vtkm::Id numTri, const PtType &verts,
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const vtkm::cont::ArrayHandle< vtkm::Vec<vtkm::Id, 4> > &indices,
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const vtkm::cont::ArrayHandle<vtkm::Float32> &scalar,
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const vtkm::rendering::ColorTable &ct,
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const vtkm::Range &scalarRange)
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{
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vtkm::Float32 sMin = vtkm::Float32(scalarRange.Min);
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vtkm::Float32 sMax = vtkm::Float32(scalarRange.Max);
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vtkm::Float32 sDiff = sMax-sMin;
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glBegin(GL_TRIANGLES);
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for (int i = 0; i < numTri; i++)
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{
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vtkm::Vec<vtkm::Id, 4> idx = indices.GetPortalConstControl().Get(i);
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vtkm::Id i1 = idx[1];
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vtkm::Id i2 = idx[2];
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vtkm::Id i3 = idx[3];
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vtkm::Vec<vtkm::Float32, 3> p1 = verts.GetPortalConstControl().Get(idx[1]);
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vtkm::Vec<vtkm::Float32, 3> p2 = verts.GetPortalConstControl().Get(idx[2]);
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vtkm::Vec<vtkm::Float32, 3> p3 = verts.GetPortalConstControl().Get(idx[3]);
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vtkm::Float32 s = scalar.GetPortalConstControl().Get(i1);
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s = (s-sMin)/sDiff;
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Color color = ct.MapRGB(s);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glVertex3f(p1[0],p1[1],p1[2]);
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s = scalar.GetPortalConstControl().Get(i2);
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s = (s-sMin)/sDiff;
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color = ct.MapRGB(s);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glVertex3f(p2[0],p2[1],p2[2]);
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s = scalar.GetPortalConstControl().Get(i3);
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s = (s-sMin)/sDiff;
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color = ct.MapRGB(s);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glVertex3f(p3[0],p3[1],p3[2]);
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}
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glEnd();
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}
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};
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}} //namespace vtkm::rendering
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#endif //vtk_m_rendering_MapperGL_h
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