vtk-m2/vtkm/rendering/CanvasGL.h
Kenneth Moreland fa3e43fbaa Change vtkm::rendering::RenderSurface to Canvas
The word surface is more often used for something like a polygonal mesh,
so this name is quite confusing. Canvas is consistent with a
conventional name in GUI widget APIs.
2016-06-02 16:04:13 -06:00

309 lines
8.8 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_CanvasGL_h
#define vtk_m_rendering_CanvasGL_h
#include <vtkm/Types.h>
#include <vtkm/rendering/Camera.h>
#include <vtkm/rendering/Canvas.h>
#include <vtkm/rendering/Color.h>
#include <vtkm/rendering/BitmapFont.h>
#include <vtkm/rendering/BitmapFontFactory.h>
#include <vtkm/rendering/TextureGL.h>
#include <vtkm/rendering/MatrixHelpers.h>
#include <vtkm/rendering/internal/OpenGLHeaders.h>
#include <iostream>
#include <fstream>
namespace vtkm {
namespace rendering {
class CanvasGL : public Canvas
{
public:
VTKM_CONT_EXPORT
CanvasGL(std::size_t w=1024,
std::size_t h=1024,
const vtkm::rendering::Color &c =
vtkm::rendering::Color(0.0f,0.0f,0.0f,1.0f))
: Canvas(w,h,c)
{
}
VTKM_CONT_EXPORT
virtual void Clear()
{
glClearColor(this->BackgroundColor.Components[0],
this->BackgroundColor.Components[1],
this->BackgroundColor.Components[2],
1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
VTKM_CONT_EXPORT
virtual void Finish()
{
glFinish();
}
VTKM_CONT_EXPORT
virtual void SetViewToWorldSpace(vtkm::rendering::Camera &camera, bool clip)
{
vtkm::Float32 oglP[16], oglM[16];
MatrixHelpers::CreateOGLMatrix(camera.CreateProjectionMatrix(), oglP);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(oglP);
MatrixHelpers::CreateOGLMatrix(camera.CreateViewMatrix(), oglM);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(oglM);
SetViewportClipping(camera, clip);
}
VTKM_CONT_EXPORT
virtual void SetViewToScreenSpace(vtkm::rendering::Camera &camera, bool clip)
{
vtkm::Float32 oglP[16] = {0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
vtkm::Float32 oglM[16] = {0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
oglP[0*4+0] = 1.;
oglP[1*4+1] = 1.;
oglP[2*4+2] = -1.;
oglP[3*4+3] = 1.;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(oglP);
oglM[0*4+0] = 1.;
oglM[1*4+1] = 1.;
oglM[2*4+2] = 1.;
oglM[3*4+3] = 1.;
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(oglM);
SetViewportClipping(camera, clip);
}
VTKM_CONT_EXPORT
virtual void SetViewportClipping(vtkm::rendering::Camera &camera, bool clip)
{
if (clip)
{
vtkm::Float32 vl, vr, vb, vt;
camera.GetRealViewport(vl,vr,vb,vt);
vtkm::Float32 _x = static_cast<vtkm::Float32>(camera.Width)*(1.f+vl)/2.f;
vtkm::Float32 _y = static_cast<vtkm::Float32>(camera.Height)*(1.f+vb)/2.f;
vtkm::Float32 _w = static_cast<vtkm::Float32>(camera.Width)*(vr-vl)/2.f;
vtkm::Float32 _h = static_cast<vtkm::Float32>(camera.Height)*(vt-vb)/2.f;
glViewport(static_cast<int>(_x), static_cast<int>(_y),
static_cast<int>(_w), static_cast<int>(_h));
}
else
{
glViewport(0,0, camera.Width, camera.Height);
}
}
VTKM_CONT_EXPORT
virtual void SaveAs(const std::string &fileName)
{
std::ofstream of(fileName.c_str());
of << "P6" << std::endl
<< this->Width << " " << this->Height <<std::endl
<< 255 << std::endl;
int height = static_cast<int>(this->Height);
for (int yIndex=height-1; yIndex>=0; yIndex--)
for (std::size_t xIndex=0; xIndex < this->Width; xIndex++)
{
const vtkm::Float32 *tuple =
&(this->ColorBuffer[static_cast<std::size_t>(yIndex)*this->Width*4 + xIndex*4]);
of<<(unsigned char)(tuple[0]*255);
of<<(unsigned char)(tuple[1]*255);
of<<(unsigned char)(tuple[2]*255);
}
of.close();
}
VTKM_CONT_EXPORT
virtual void AddLine(vtkm::Float64 x0, vtkm::Float64 y0,
vtkm::Float64 x1, vtkm::Float64 y1,
vtkm::Float32 linewidth,
const vtkm::rendering::Color &c)
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3fv(c.Components);
glLineWidth(linewidth);
glBegin(GL_LINES);
glVertex2f(float(x0),float(y0));
glVertex2f(float(x1),float(y1));
glEnd();
}
VTKM_CONT_EXPORT
virtual void AddColorBar(vtkm::Float32 x, vtkm::Float32 y,
vtkm::Float32 w, vtkm::Float32 h,
const vtkm::rendering::ColorTable &ct,
bool horizontal)
{
const int n = 256;
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
for (int i=0; i<n; i++)
{
vtkm::Float32 v0 = static_cast<vtkm::Float32>(i)/static_cast<vtkm::Float32>(n);
vtkm::Float32 v1 = static_cast<vtkm::Float32>(i+1)/static_cast<vtkm::Float32>(n);
Color c0 = ct.MapRGB(v0);
Color c1 = ct.MapRGB(v1);
if (horizontal)
{
vtkm::Float32 x0 = x + w*v0;
vtkm::Float32 x1 = x + w*v1;
vtkm::Float32 y0 = y;
vtkm::Float32 y1 = y + h;
glColor3fv(c0.Components);
glVertex2f(x0,y0);
glVertex2f(x0,y1);
glColor3fv(c1.Components);
glVertex2f(x1,y1);
glVertex2f(x1,y0);
}
else // vertical
{
vtkm::Float32 x0 = x;
vtkm::Float32 x1 = x + w;
vtkm::Float32 y0 = y + h*v0;
vtkm::Float32 y1 = y + h*v1;
glColor3fv(c0.Components);
glVertex2f(x0,y1);
glVertex2f(x1,y1);
glColor3fv(c1.Components);
glVertex2f(x1,y0);
glVertex2f(x0,y0);
}
}
glEnd();
}
VTKM_CONT_EXPORT
virtual void AddText(vtkm::Float32 x, vtkm::Float32 y,
vtkm::Float32 scale,
vtkm::Float32 angle,
vtkm::Float32 windowaspect,
vtkm::Float32 anchorx, vtkm::Float32 anchory,
Color color,
std::string text)
{
glPushMatrix();
glTranslatef(x,y,0);
glScalef(1.f/windowaspect, 1, 1);
glRotatef(angle, 0,0,1);
glColor3fv(color.Components);
RenderText(scale, anchorx, anchory, text);
glPopMatrix();
}
private:
BitmapFont Font;
TextureGL FontTexture;
void RenderText(vtkm::Float32 scale,
vtkm::Float32 anchorx, vtkm::Float32 anchory,
std::string text)
{
if (this->FontTexture.ID == 0)
{
Font = BitmapFontFactory::CreateLiberation2Sans();
std::vector<unsigned char> &rawpngdata = this->Font.GetRawImageData();
std::vector<unsigned char> rgba;
unsigned long width, height;
int error = decodePNG(rgba, width, height,
&rawpngdata[0], rawpngdata.size());
if (error != 0)
{
return;
}
this->FontTexture.CreateAlphaFromRGBA(int(width),int(height),rgba);
}
this->FontTexture.Enable();
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_LIGHTING);
//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -.5);
glBegin(GL_QUADS);
vtkm::Float32 textwidth = this->Font.GetTextWidth(text);
vtkm::Float32 fx = -(.5f + .5f*anchorx) * textwidth;
vtkm::Float32 fy = -(.5f + .5f*anchory);
vtkm::Float32 fz = 0;
for (unsigned int i=0; i<text.length(); ++i)
{
char c = text[i];
char nextchar = (i < text.length()-1) ? text[i+1] : 0;
vtkm::Float32 vl,vr,vt,vb;
vtkm::Float32 tl,tr,tt,tb;
this->Font.GetCharPolygon(c, fx, fy,
vl, vr, vt, vb,
tl, tr, tt, tb, nextchar);
glTexCoord2f(tl, 1.f-tt);
glVertex3f(scale*vl, scale*vt, fz);
glTexCoord2f(tl, 1.f-tb);
glVertex3f(scale*vl, scale*vb, fz);
glTexCoord2f(tr, 1.f-tb);
glVertex3f(scale*vr, scale*vb, fz);
glTexCoord2f(tr, 1.f-tt);
glVertex3f(scale*vr, scale*vt, fz);
}
glEnd();
this->FontTexture.Disable();
//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
glDepthMask(GL_TRUE);
glDisable(GL_ALPHA_TEST);
}
};
}} //namespace vtkm::rendering
#endif //vtk_m_rendering_CanvasGL_h