vtk-m2/vtkm/rendering/SceneRenderer.h
Dave Pugmire f84401243a Initial checkin for rendering infrastructure.
This largely follows things from EAVL. This is going to change going forward.
Most of the stuff is inside Window.h right now for convenience.
2016-03-28 08:51:35 -04:00

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3.0 KiB
C++

//============================================================================
// 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.
//============================================================================
#ifndef vtk_m_rendering_SceneRenderer_h
#define vtk_m_rendering_SceneRenderer_h
#include <vtkm/cont/DataSet.h>
#include <vtkm/rendering/ColorTable.h>
#include <vtkm/rendering/View.h>
namespace vtkm {
namespace rendering {
class SceneRenderer
{
public:
VTKM_CONT_EXPORT
SceneRenderer()
{
}
VTKM_CONT_EXPORT
virtual ~SceneRenderer()
{}
VTKM_CONT_EXPORT
virtual void SetView(vtkm::rendering::View3D &v)
{
View = v;
}
VTKM_CONT_EXPORT
virtual vtkm::rendering::View3D& GetView()
{
return View;
}
VTKM_CONT_EXPORT
virtual void RenderCells(const vtkm::cont::DynamicCellSet &cellset,
const vtkm::cont::CoordinateSystem &coords,
vtkm::cont::Field &scalarField, //This should be const
const vtkm::rendering::ColorTable &colorTable,
vtkm::Float64 *scalarBounds=NULL) = 0;
VTKM_CONT_EXPORT
virtual void SetActiveColorTable(const ColorTable &ct)
{
ct.Sample(1024, ColorMap);
}
// needed for volume... Can we have a volume render surface??
VTKM_CONT_EXPORT
virtual void SetBackgroundColor(const vtkm::Vec<vtkm::Float32,4> &backgroundColor)
{
BackgroundColor = backgroundColor;
}
VTKM_CONT_EXPORT
virtual void SetBackgroundColor(const vtkm::rendering::Color &backgroundColor)
{
BackgroundColor[0] = backgroundColor.Components[0];
BackgroundColor[1] = backgroundColor.Components[1];
BackgroundColor[2] = backgroundColor.Components[2];
BackgroundColor[3] = backgroundColor.Components[3];
}
VTKM_CONT_EXPORT
virtual void Render() {}
VTKM_CONT_EXPORT
virtual void Finish() {}
VTKM_CONT_EXPORT
virtual void StartScene()
{
std::cout<<__LINE__<<": TODO"<<std::endl;
}
VTKM_CONT_EXPORT
virtual void EndScene()
{
std::cout<<__LINE__<<": TODO"<<std::endl;
}
protected:
vtkm::cont::ArrayHandle<vtkm::Vec<vtkm::Float32,4> > ColorMap;
vtkm::Vec<vtkm::Float32,4> BackgroundColor;
View3D View;
};
}} //namespace vtkm::rendering
#endif //vtk_m_rendering_SceneRenderer_h