comac_desk_app/ThirdpartyLibs/Libs/windows-x86_64/vtk/include/vtkOpenGLPolyDataMapper.h

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/*=========================================================================
Program: Visualization Toolkit
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm 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.
=========================================================================*/
/**
* @class vtkOpenGLPolyDataMapper
* @brief PolyDataMapper using OpenGL to render.
*
* PolyDataMapper that uses a OpenGL to do the actual rendering.
*/
#ifndef vtkOpenGLPolyDataMapper_h
#define vtkOpenGLPolyDataMapper_h
#include "vtkInformation.h" // for prim struct
#include "vtkNew.h" // For vtkNew
#include "vtkOpenGLHelper.h" // used for ivars
#include "vtkPolyDataMapper.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkShader.h" // for methods
#include "vtkStateStorage.h" // used for ivars
#include <map> // for map
#include <tuple> // for tuple
#include <vector> // for vector
class vtkCellArray;
class vtkGenericOpenGLResourceFreeCallback;
class vtkMatrix4x4;
class vtkMatrix3x3;
class vtkOpenGLCellToVTKCellMap;
class vtkOpenGLRenderTimer;
class vtkOpenGLTexture;
class vtkOpenGLBufferObject;
class vtkOpenGLVertexBufferObject;
class vtkOpenGLVertexBufferObjectGroup;
class vtkPoints;
class vtkTexture;
class vtkTextureObject;
class vtkTransform;
class vtkOpenGLShaderProperty;
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLPolyDataMapper : public vtkPolyDataMapper
{
public:
static vtkOpenGLPolyDataMapper* New();
vtkTypeMacro(vtkOpenGLPolyDataMapper, vtkPolyDataMapper);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Implemented by sub classes. Actual rendering is done here.
*/
void RenderPiece(vtkRenderer* ren, vtkActor* act) override;
///@{
/**
* Implemented by sub classes. Actual rendering is done here.
*/
virtual void RenderPieceStart(vtkRenderer* ren, vtkActor* act);
virtual void RenderPieceDraw(vtkRenderer* ren, vtkActor* act);
virtual void RenderPieceFinish(vtkRenderer* ren, vtkActor* act);
///@}
/**
* Release any graphics resources that are being consumed by this mapper.
* The parameter window could be used to determine which graphic
* resources to release.
*/
void ReleaseGraphicsResources(vtkWindow*) override;
vtkGetMacro(PopulateSelectionSettings, int);
void SetPopulateSelectionSettings(int v) { this->PopulateSelectionSettings = v; }
/**
* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
* DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
* Used by vtkHardwareSelector to determine if the prop supports hardware
* selection.
*/
bool GetSupportsSelection() override { return true; }
// used by RenderPiece and functions it calls to reduce
// calls to get the input and allow for rendering of
// other polydata (not the input)
vtkPolyData* CurrentInput;
///@{
/**
* By default, this class uses the dataset's point and cell ids during
* rendering. However, one can override those by specifying cell and point
* data arrays to use instead. Currently, only vtkIdType array is supported.
* Set to NULL string (default) to use the point ids instead.
*/
vtkSetStringMacro(PointIdArrayName);
vtkGetStringMacro(PointIdArrayName);
vtkSetStringMacro(CellIdArrayName);
vtkGetStringMacro(CellIdArrayName);
///@}
///@{
/**
* If this class should override the process id using a data-array,
* set this variable to the name of the array to use. It must be a
* point-array.
*/
vtkSetStringMacro(ProcessIdArrayName);
vtkGetStringMacro(ProcessIdArrayName);
///@}
///@{
/**
* Generally, this class can render the composite id when iterating
* over composite datasets. However in some cases (as in AMR), the rendered
* structure may not correspond to the input data, in which case we need
* to provide a cell array that can be used to render in the composite id in
* selection passes. Set to NULL (default) to not override the composite id
* color set by vtkCompositePainter if any.
* The array *MUST* be a cell array and of type vtkUnsignedIntArray.
*/
vtkSetStringMacro(CompositeIdArrayName);
vtkGetStringMacro(CompositeIdArrayName);
///@}
/**
* Make a shallow copy of this mapper.
*/
void ShallowCopy(vtkAbstractMapper* m) override;
/// Return the mapper's vertex buffer objects.
vtkGetObjectMacro(VBOs, vtkOpenGLVertexBufferObjectGroup);
/**\brief A convenience method for enabling/disabling
* the VBO's shift+scale transform.
*/
virtual void SetVBOShiftScaleMethod(int m);
virtual int GetVBOShiftScaleMethod() { return this->ShiftScaleMethod; }
/**\brief Pause per-render updates to VBO shift+scale parameters.
*
* For large datasets, re-uploading the VBO during user interaction
* can cause stutters in the framerate. Interactors can use this
* method to force UpdateCameraShiftScale to return immediately
* (without changes) while users are zooming/rotating/etc. and then
* re-enable shift-scale just before a still render.
*
* This setting has no effect unless the shift-scale method is set
* to NEAR_PLANE_SHIFT_SCALE or FOCAL_POINT_SHIFT_SCALE.
*
* Changing this setting does **not** mark the mapper as modified as
* that would force a VBO upload defeating its own purpose.
*/
virtual void SetPauseShiftScale(bool pauseShiftScale) { this->PauseShiftScale = pauseShiftScale; }
vtkGetMacro(PauseShiftScale, bool);
vtkBooleanMacro(PauseShiftScale, bool);
enum PrimitiveTypes
{
PrimitiveStart = 0,
PrimitivePoints = 0,
PrimitiveLines,
PrimitiveTris,
PrimitiveTriStrips,
PrimitiveVertices,
PrimitiveEnd
};
/**
* Select a data array from the point/cell data
* and map it to a generic vertex attribute.
* vertexAttributeName is the name of the vertex attribute.
* dataArrayName is the name of the data array.
* fieldAssociation indicates when the data array is a point data array or
* cell data array (vtkDataObject::FIELD_ASSOCIATION_POINTS or
* (vtkDataObject::FIELD_ASSOCIATION_CELLS).
* componentno indicates which component from the data array must be passed as
* the attribute. If -1, then all components are passed.
*/
void MapDataArrayToVertexAttribute(const char* vertexAttributeName, const char* dataArrayName,
int fieldAssociation, int componentno = -1) override;
// This method will Map the specified data array for use as
// a texture coordinate for texture tname. The actual
// attribute will be named tname_coord so as to not
// conflict with the texture sampler definition which will
// be tname.
void MapDataArrayToMultiTextureAttribute(const char* tname, const char* dataArrayName,
int fieldAssociation, int componentno = -1) override;
/**
* Remove a vertex attribute mapping.
*/
void RemoveVertexAttributeMapping(const char* vertexAttributeName) override;
/**
* Remove all vertex attributes.
*/
void RemoveAllVertexAttributeMappings() override;
/**
* allows a mapper to update a selections color buffers
* Called from a prop which in turn is called from the selector
*/
void ProcessSelectorPixelBuffers(
vtkHardwareSelector* sel, std::vector<unsigned int>& pixeloffsets, vtkProp* prop) override;
protected:
vtkOpenGLPolyDataMapper();
~vtkOpenGLPolyDataMapper() override;
vtkGenericOpenGLResourceFreeCallback* ResourceCallback;
void MapDataArray(const char* vertexAttributeName, const char* dataArrayName,
const char* texturename, int fieldAssociation, int componentno);
// what coordinate should be used for this texture
std::string GetTextureCoordinateName(const char* tname);
// handle updating shift scale based on pose changes
virtual void UpdateCameraShiftScale(vtkRenderer* ren, vtkActor* actor);
/**
* helper function to get the appropriate coincident params
*/
void GetCoincidentParameters(vtkRenderer* ren, vtkActor* actor, float& factor, float& offset);
/**
* Called in GetBounds(). When this method is called, the consider the input
* to be updated depending on whether this->Static is set or not. This method
* simply obtains the bounds from the data-object and returns it.
*/
void ComputeBounds() override;
/**
* Make sure appropriate shaders are defined, compiled and bound. This method
* orchistrates the process, much of the work is done in other methods
*/
virtual void UpdateShaders(vtkOpenGLHelper& cellBO, vtkRenderer* ren, vtkActor* act);
/**
* Does the shader source need to be recomputed
*/
virtual bool GetNeedToRebuildShaders(vtkOpenGLHelper& cellBO, vtkRenderer* ren, vtkActor* act);
/**
* Build the shader source code, called by UpdateShader
*/
virtual void BuildShaders(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
/**
* Create the basic shaders before replacement
*/
virtual void GetShaderTemplate(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
/**
* Perform string replacements on the shader templates
*/
virtual void ReplaceShaderValues(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
///@{
/**
* Perform string replacements on the shader templates, called from
* ReplaceShaderValues
*/
virtual void ReplaceShaderRenderPass(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act, bool prePass);
virtual void ReplaceShaderCustomUniforms(
std::map<vtkShader::Type, vtkShader*> shaders, vtkActor* act);
virtual void ReplaceShaderColor(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderEdges(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderLight(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderTCoord(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderPicking(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderPrimID(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderNormal(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderClip(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderPositionVC(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderCoincidentOffset(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
virtual void ReplaceShaderDepth(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* act);
///@}
/**
* Set the value of user-defined uniform variables, called by UpdateShader
*/
virtual void SetCustomUniforms(vtkOpenGLHelper& cellBO, vtkActor* actor);
/**
* Set the shader parameters related to the mapper/input data, called by UpdateShader
*/
virtual void SetMapperShaderParameters(vtkOpenGLHelper& cellBO, vtkRenderer* ren, vtkActor* act);
/**
* Set the shader parameters related to lighting, called by UpdateShader
*/
virtual void SetLightingShaderParameters(
vtkOpenGLHelper& cellBO, vtkRenderer* ren, vtkActor* act);
/**
* Set the shader parameters related to the Camera, called by UpdateShader
*/
virtual void SetCameraShaderParameters(vtkOpenGLHelper& cellBO, vtkRenderer* ren, vtkActor* act);
/**
* Set the shader parameters related to the property, called by UpdateShader
*/
virtual void SetPropertyShaderParameters(
vtkOpenGLHelper& cellBO, vtkRenderer* ren, vtkActor* act);
/**
* Update the VBO/IBO to be current
*/
virtual void UpdateBufferObjects(vtkRenderer* ren, vtkActor* act);
/**
* Does the VBO/IBO need to be rebuilt
*/
virtual bool GetNeedToRebuildBufferObjects(vtkRenderer* ren, vtkActor* act);
/**
* Build the VBO/IBO, called by UpdateBufferObjects
*/
virtual void BuildBufferObjects(vtkRenderer* ren, vtkActor* act);
/**
* Build the IBO, called by BuildBufferObjects
*/
virtual void BuildIBO(vtkRenderer* ren, vtkActor* act, vtkPolyData* poly);
/**
* Build the selection IBO, called by UpdateBufferObjects
*/
virtual void BuildSelectionIBO(
vtkPolyData* poly, std::vector<unsigned int> (&indices)[4], vtkIdType offset);
/**
* Build the selection cache, used to map value ids to indices values
*/
virtual void BuildSelectionCache(const char* arrayName, bool selectingPoints, vtkPolyData* poly);
// The VBO and its layout.
vtkOpenGLVertexBufferObjectGroup* VBOs;
// Structures for the various cell types we render.
vtkOpenGLHelper Primitives[PrimitiveEnd];
vtkOpenGLHelper SelectionPrimitives[PrimitiveEnd];
vtkOpenGLHelper* LastBoundBO;
bool DrawingVertices;
bool DrawingSelection = false;
int SelectionType;
vtkMTimeType SelectionTime = 0;
std::map<std::tuple<unsigned int, unsigned int, vtkIdType>, std::vector<vtkIdType>>
SelectionCache;
std::string SelectionCacheName;
bool SelectionCacheForPoints = false;
vtkMTimeType SelectionCacheTime = 0;
vtkPolyData* SelectionPolyData = nullptr;
// do we have wide lines that require special handling
virtual bool HaveWideLines(vtkRenderer*, vtkActor*);
// do we have textures that require special handling
virtual bool HaveTextures(vtkActor* actor);
// how many textures do we have
virtual unsigned int GetNumberOfTextures(vtkActor* actor);
// populate a vector with the textures we have
// the order is always
// ColorInternalTexture
// Actors texture
// Properties textures
virtual std::vector<std::pair<vtkTexture*, std::string>> GetTextures(vtkActor* actor);
// do we have textures coordinates that require special handling
virtual bool HaveTCoords(vtkPolyData* poly);
// values we use to determine if we need to rebuild shaders
// stored in a map keyed on the vtkOpenGLHelper, so one
// typically entry per type of primitive we render which
// matches the shader programs we use
class primitiveInfo
{
public:
int LastLightComplexity;
int LastLightCount;
vtkTimeStamp LightComplexityChanged;
// Caches the vtkOpenGLRenderPass::RenderPasses() information.
// Note: Do not dereference the pointers held by this object. There is no
// guarantee that they are still valid!
vtkNew<vtkInformation> LastRenderPassInfo;
};
std::map<const vtkOpenGLHelper*, primitiveInfo> PrimitiveInfo;
bool PointPicking;
int LastSelectionState;
vtkTimeStamp SelectionStateChanged;
// Check the renderpasses in actor's property keys to see if they've changed
// render stages:
vtkMTimeType GetRenderPassStageMTime(vtkActor* actor, const vtkOpenGLHelper* cellBO);
bool UsingScalarColoring;
vtkTimeStamp VBOBuildTime; // When was the OpenGL VBO updated?
vtkStateStorage VBOBuildState; // used for determining when to rebuild the VBO
vtkStateStorage IBOBuildState; // used for determining whento rebuild the IBOs
vtkStateStorage CellTextureBuildState;
vtkStateStorage TempState; // can be used to avoid constant allocs/deallocs
vtkOpenGLTexture* InternalColorTexture;
int PopulateSelectionSettings;
int PrimitiveIDOffset;
vtkMatrix4x4* TempMatrix4;
vtkMatrix3x3* TempMatrix3;
vtkNew<vtkTransform> VBOInverseTransform;
vtkNew<vtkMatrix4x4> VBOShiftScale;
int ShiftScaleMethod; // for points
bool PauseShiftScale;
// if set to true, tcoords will be passed to the
// VBO even if the mapper knows of no texture maps
// normally tcoords are only added to the VBO if the
// mapper has identified a texture map as well.
bool ForceTextureCoordinates;
virtual void BuildCellTextures(
vtkRenderer* ren, vtkActor*, vtkCellArray* prims[4], int representation);
void AppendCellTextures(vtkRenderer* ren, vtkActor*, vtkCellArray* prims[4], int representation,
std::vector<unsigned char>& colors, std::vector<float>& normals, vtkPolyData* pd,
vtkOpenGLCellToVTKCellMap* ccmap);
vtkTextureObject* CellScalarTexture;
vtkOpenGLBufferObject* CellScalarBuffer;
bool HaveCellScalars;
vtkTextureObject* CellNormalTexture;
vtkOpenGLBufferObject* CellNormalBuffer;
bool HaveCellNormals;
vtkTextureObject* EdgeTexture;
vtkOpenGLBufferObject* EdgeBuffer;
std::vector<unsigned char> EdgeValues;
virtual bool DrawingEdges(vtkRenderer*, vtkActor*);
// additional picking indirection
char* PointIdArrayName;
char* CellIdArrayName;
char* ProcessIdArrayName;
char* CompositeIdArrayName;
class ExtraAttributeValue
{
public:
std::string DataArrayName;
int FieldAssociation;
int ComponentNumber;
std::string TextureName;
};
std::map<std::string, ExtraAttributeValue> ExtraAttributes;
vtkOpenGLRenderTimer* TimerQuery;
// are we currently drawing spheres/tubes
bool DrawingSpheres(vtkOpenGLHelper& cellBO, vtkActor* actor);
bool DrawingTubes(vtkOpenGLHelper& cellBO, vtkActor* actor);
bool DrawingTubesOrSpheres(vtkOpenGLHelper& cellBO, vtkActor* actor);
// get which opengl mode to use to draw the primitive
int GetOpenGLMode(int representation, int primType);
// get how big to make the points when doing point picking
// typically 2 for points, 4 for lines, 6 for surface
int GetPointPickingPrimitiveSize(int primType);
// used to occasionally invoke timers
unsigned int TimerQueryCounter;
// stores the mapping from vtk cells to gl_PrimitiveId
vtkNew<vtkOpenGLCellToVTKCellMap> CellCellMap;
// compute and set the maximum point and cell ID used in selection
virtual void UpdateMaximumPointCellIds(vtkRenderer* ren, vtkActor* actor);
virtual void AddPointIdsToSelectionPrimitives(vtkPolyData* poly, const char* arrayName,
unsigned int processId, unsigned int compositeIndex, vtkIdType selectedId);
virtual void AddCellIdsToSelectionPrimitives(vtkPolyData* poly, const char* arrayName,
unsigned int processId, unsigned int compositeIndex, vtkIdType selectedId);
vtkNew<vtkCellArray> SelectionArrays[4];
private:
vtkOpenGLPolyDataMapper(const vtkOpenGLPolyDataMapper&) = delete;
void operator=(const vtkOpenGLPolyDataMapper&) = delete;
};
#endif