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

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18 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkSmartVolumeMapper.h
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 vtkSmartVolumeMapper
* @brief Adaptive volume mapper
*
* vtkSmartVolumeMapper is a volume mapper that will delegate to a specific
* volume mapper based on rendering parameters and available hardware. Use the
* SetRequestedRenderMode() method to control the behavior of the selection.
* The following options are available:
*
* @par vtkSmartVolumeMapper::DefaultRenderMode:
* Allow the vtkSmartVolumeMapper to select the best mapper based on
* rendering parameters and hardware support. If GPU ray casting is
* supported, the vtkGPUVolumeRayCastMapper mapper will be used for
* all rendering. If not, then the vtkFixedPointVolumeRayCastMapper
* will be used exclusively. This is the default requested render
* mode, and is generally the best option. When you use this option,
* your volume will always be rendered, but the method used to render
* it may vary based on parameters and platform.
*
* @par vtkSmartVolumeMapper::RayCastRenderMode:
* Use the vtkFixedPointVolumeRayCastMapper for both interactive and
* still rendering. When you use this option your volume will always
* be rendered with the vtkFixedPointVolumeRayCastMapper.
*
* @par vtkSmartVolumeMapper::GPURenderMode:
* Use the vtkGPUVolumeRayCastMapper, if supported, for both
* interactive and still rendering. If the GPU ray caster is not
* supported (due to hardware limitations or rendering parameters)
* then no image will be rendered. Use this option only if you have
* already checked for supported based on the current hardware,
* number of scalar components, and rendering parameters in the
* vtkVolumeProperty.
*
* @par vtkSmartVolumeMapper::GPURenderMode:
* You can adjust the contrast and brightness in the rendered image using the
* FinalColorWindow and FinalColorLevel ivars. By default the
* FinalColorWindow is set to 1.0, and the FinalColorLevel is set to 0.5,
* which applies no correction to the computed image. To apply the window /
* level operation to the computer image color, first a Scale and Bias
* value are computed:
* <pre>
* scale = 1.0 / this->FinalColorWindow
* bias = 0.5 - this->FinalColorLevel / this->FinalColorWindow
* </pre>
* To compute a new color (R', G', B', A') from an existing color (R,G,B,A)
* for a pixel, the following equation is used:
* <pre>
* R' = R*scale + bias*A
* G' = G*scale + bias*A
* B' = B*scale + bias*A
* A' = A
* </pre>
* Note that bias is multiplied by the alpha component before adding because
* the red, green, and blue component of the color are already pre-multiplied
* by alpha. Also note that the window / level operation leaves the alpha
* component unchanged - it only adjusts the RGB values.
*/
#ifndef vtkSmartVolumeMapper_h
#define vtkSmartVolumeMapper_h
#include "vtkImageReslice.h" // for VTK_RESLICE_NEAREST, VTK_RESLICE_CUBIC
#include "vtkRenderingVolumeOpenGL2Module.h" // For export macro
#include "vtkVolumeMapper.h"
class vtkFixedPointVolumeRayCastMapper;
class vtkGPUVolumeRayCastMapper;
class vtkImageResample;
class vtkMultiBlockVolumeMapper;
class vtkOSPRayVolumeInterface;
class vtkRenderWindow;
class vtkVolume;
class vtkVolumeProperty;
class vtkImageMagnitude;
class VTKRENDERINGVOLUMEOPENGL2_EXPORT vtkSmartVolumeMapper : public vtkVolumeMapper
{
public:
static vtkSmartVolumeMapper* New();
vtkTypeMacro(vtkSmartVolumeMapper, vtkVolumeMapper);
void PrintSelf(ostream& os, vtkIndent indent) override;
///@{
/**
* Set the final color window. This controls the contrast of
* the image. The default value is 1.0. The Window can be
* negative (this causes a "negative" effect on the image)
* Although Window can be set to 0.0, any value less than
* 0.00001 and greater than or equal to 0.0 will be set to
* 0.00001, and any value greater than -0.00001 but less
* than or equal to 0.0 will be set to -0.00001.
* Initial value is 1.0.
*/
vtkSetMacro(FinalColorWindow, float);
///@}
///@{
/**
* Get the final color window. Initial value is 1.0.
*/
vtkGetMacro(FinalColorWindow, float);
///@}
///@{
/**
* Set the final color level. The level controls the
* brightness of the image. The final color window will
* be centered at the final color level, and together
* represent a linear remapping of color values. The
* default value for the level is 0.5.
*/
vtkSetMacro(FinalColorLevel, float);
///@}
///@{
/**
* Get the final color level.
*/
vtkGetMacro(FinalColorLevel, float);
///@}
// The possible values for the default and current render mode ivars
enum
{
DefaultRenderMode = 0,
RayCastRenderMode = 1,
GPURenderMode = 2,
OSPRayRenderMode = 3,
UndefinedRenderMode = 4,
InvalidRenderMode = 5
};
/**
* Set the requested render mode. The default is
* vtkSmartVolumeMapper::DefaultRenderMode.
*/
void SetRequestedRenderMode(int mode);
/**
* Set the requested render mode to vtkSmartVolumeMapper::DefaultRenderMode.
* This is the best option for an application that must adapt to different
* data types, hardware, and rendering parameters.
*/
void SetRequestedRenderModeToDefault();
/**
* Set the requested render mode to vtkSmartVolumeMapper::RayCastRenderMode.
* This option will use software rendering exclusively. This is a good option
* if you know there is no hardware acceleration.
*/
void SetRequestedRenderModeToRayCast();
/**
* Set the requested render mode to vtkSmartVolumeMapper::GPURenderMode.
* This option will use hardware accelerated rendering exclusively. This is a
* good option if you know there is hardware acceleration.
*/
void SetRequestedRenderModeToGPU();
/**
* Set the requested render mode to vtkSmartVolumeMapper::OSPRayRenderMode.
* This option will use intel OSPRay to do software rendering exclusively.
*/
void SetRequestedRenderModeToOSPRay();
///@{
/**
* Get the requested render mode.
*/
vtkGetMacro(RequestedRenderMode, int);
///@}
/**
* This will return the render mode used during the previous call to
* Render().
*/
int GetLastUsedRenderMode();
///@{
/**
* Value passed to the GPU mapper. Ignored by other mappers.
* Maximum size of the 3D texture in GPU memory.
* Will default to the size computed from the graphics
* card. Can be adjusted by the user.
* Useful if the automatic detection is defective or missing.
*/
vtkSetMacro(MaxMemoryInBytes, vtkIdType);
vtkGetMacro(MaxMemoryInBytes, vtkIdType);
///@}
///@{
/**
* Value passed to the GPU mapper. Ignored by other mappers.
* Maximum fraction of the MaxMemoryInBytes that should
* be used to hold the texture. Valid values are 0.1 to
* 1.0.
*/
vtkSetClampMacro(MaxMemoryFraction, float, 0.1f, 1.0f);
vtkGetMacro(MaxMemoryFraction, float);
///@}
///@{
/**
* Set interpolation mode for downsampling (lowres GPU)
* (initial value: cubic).
*/
vtkSetClampMacro(InterpolationMode, int, VTK_RESLICE_NEAREST, VTK_RESLICE_CUBIC);
vtkGetMacro(InterpolationMode, int);
void SetInterpolationModeToNearestNeighbor();
void SetInterpolationModeToLinear();
void SetInterpolationModeToCubic();
///@}
/**
* This method can be used to render a representative view of the input data
* into the supplied image given the supplied blending mode, view direction,
* and view up vector.
*/
void CreateCanonicalView(vtkRenderer* ren, vtkVolume* volume, vtkVolume* volume2,
vtkImageData* image, int blend_mode, double viewDirection[3], double viewUp[3]);
///@{
/**
* If the DesiredUpdateRate of the vtkRenderWindow that caused the Render
* falls at or above this rate, the render is considered interactive and
* the mapper may be adjusted (depending on the render mode).
* Initial value is 1.0.
*/
vtkSetClampMacro(InteractiveUpdateRate, double, 1.0e-10, 1.0e10);
///@}
///@{
/**
* Get the update rate at or above which this is considered an
* interactive render.
* Initial value is 1.0.
*/
vtkGetMacro(InteractiveUpdateRate, double);
///@}
///@{
/**
* If the InteractiveAdjustSampleDistances flag is enabled,
* vtkSmartVolumeMapper interactively sets and resets the
* AutoAdjustSampleDistances flag on the internal volume mapper. This flag
* along with InteractiveUpdateRate is useful to adjust volume mapper sample
* distance based on whether the render is interactive or still.
* By default, InteractiveAdjustSampleDistances is enabled.
*/
vtkSetClampMacro(InteractiveAdjustSampleDistances, vtkTypeBool, 0, 1);
vtkGetMacro(InteractiveAdjustSampleDistances, vtkTypeBool);
vtkBooleanMacro(InteractiveAdjustSampleDistances, vtkTypeBool);
///@}
///@{
/**
* If AutoAdjustSampleDistances is on, the ImageSampleDistance
* will be varied to achieve the allocated render time of this
* prop (controlled by the desired update rate and any culling in
* use).
* Note that, this flag is ignored when InteractiveAdjustSampleDistances is
* enabled. To explicitly set and use this flag, one must disable
* InteractiveAdjustSampleDistances.
*/
vtkSetClampMacro(AutoAdjustSampleDistances, vtkTypeBool, 0, 1);
vtkGetMacro(AutoAdjustSampleDistances, vtkTypeBool);
vtkBooleanMacro(AutoAdjustSampleDistances, vtkTypeBool);
///@}
///@{
/**
* Set/Get the distance between samples used for rendering
* when AutoAdjustSampleDistances is off, or when this mapper
* has more than 1 second allocated to it for rendering.
* If SampleDistance is negative, it will be computed based on the dataset
* spacing. Initial value is -1.0.
*/
vtkSetMacro(SampleDistance, float);
vtkGetMacro(SampleDistance, float);
///@}
///@{
/**
* @copydoc vtkGPUVolumeRayCastMapper::SetGlobalIlluminationReach(float)
*
* This parameter is only used when the underlying mapper
* is a vtkGPUVolumeRayCastMapper.
*/
vtkSetClampMacro(GlobalIlluminationReach, float, 0.0f, 1.0f);
vtkGetMacro(GlobalIlluminationReach, float);
///@}
///@{
/**
* @copydoc vtkGPUVolumeRayCastMapper::SetVolumetricScatteringBlending(float)
*
* This parameter is only used when the underlying mapper
* is a vtkGPUVolumeRayCastMapper.
*/
vtkSetClampMacro(VolumetricScatteringBlending, float, 0.0f, 2.0f);
vtkGetMacro(VolumetricScatteringBlending, float);
///@}
/**
* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
* Initialize rendering for this volume.
*/
void Render(vtkRenderer*, vtkVolume*) override;
/**
* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
* 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;
///@{
/**
* VectorMode is a special rendering mode for 3-component vectors which makes
* use of GPURayCastMapper's independent-component capabilities. In this mode,
* a single component in the vector can be selected for rendering. In addition,
* the mapper can compute a scalar field representing the magnitude of this vector
* using a vtkImageMagnitude object (MAGNITUDE mode).
*/
enum VectorModeType
{
DISABLED = -1,
MAGNITUDE = 0,
COMPONENT = 1,
};
void SetVectorMode(int mode);
vtkGetMacro(VectorMode, int);
vtkSetClampMacro(VectorComponent, int, 0, 3);
vtkGetMacro(VectorComponent, int);
///@}
//@{
/**
* Set/Get the transfer 2D Y axis array
*/
vtkSetStringMacro(Transfer2DYAxisArray);
vtkGetStringMacro(Transfer2DYAxisArray);
//@}
protected:
vtkSmartVolumeMapper();
~vtkSmartVolumeMapper() override;
/**
* Connect input of the vtkSmartVolumeMapper to the input of the
* internal volume mapper by doing a shallow to avoid memory leaks.
* \pre m_exists: m!=0
*/
void ConnectMapperInput(vtkVolumeMapper* m);
/**
* Connect input of the vtkSmartVolumeMapper to the input of the
* internal resample filter by doing a shallow to avoid memory leaks.
* \pre m_exists: f!=0
*/
void ConnectFilterInput(vtkImageResample* f);
///@{
/**
* Window / level ivars
*/
float FinalColorWindow;
float FinalColorLevel;
///@}
///@{
/**
* GPU mapper-specific memory ivars.
*/
vtkIdType MaxMemoryInBytes;
float MaxMemoryFraction;
///@}
/**
* Used for downsampling.
*/
int InterpolationMode;
///@{
/**
* The requested render mode is used to compute the current render mode. Note
* that the current render mode can be invalid if the requested mode is not
* supported.
*/
int RequestedRenderMode;
int CurrentRenderMode;
///@}
///@{
/**
* Initialization variables.
*/
int Initialized;
vtkTimeStamp SupportStatusCheckTime;
int GPUSupported;
int RayCastSupported;
int LowResGPUNecessary;
///@}
/**
* This is the resample filter that may be used if we need to
* create a low resolution version of the volume for GPU rendering
*/
vtkImageResample* GPUResampleFilter;
///@{
/**
* This filter is used to compute the magnitude of 3-component data. MAGNITUDE
* is one of the supported modes when rendering separately a single independent
* component.
*
* \note
* This feature was added specifically for ParaView so it might eventually be
* moved into a derived mapper in ParaView.
*/
vtkImageMagnitude* ImageMagnitude;
vtkImageData* InputDataMagnitude;
///@}
/**
* The initialize method. Called from ComputeRenderMode whenever something
* relevant has changed.
*/
void Initialize(vtkRenderer* ren, vtkVolume* vol);
/**
* The method that computes the render mode from the requested render mode
* based on the support status for each render method.
*/
void ComputeRenderMode(vtkRenderer* ren, vtkVolume* vol);
/**
* Expose GPU mapper for additional customization.
*/
friend class vtkMultiBlockVolumeMapper;
vtkGetObjectMacro(GPUMapper, vtkGPUVolumeRayCastMapper);
///@{
/**
* The three potential mappers
*/
vtkGPUVolumeRayCastMapper* GPULowResMapper;
vtkGPUVolumeRayCastMapper* GPUMapper;
vtkFixedPointVolumeRayCastMapper* RayCastMapper;
///@}
/**
* We need to keep track of the blend mode we had when we initialized
* because we need to reinitialize (and recheck hardware support) if
* it changes
*/
int InitializedBlendMode;
/**
* The distance between sample points along the ray
*/
float SampleDistance;
/**
* Secondary rays ambient/global adjustment coefficient
*/
float GlobalIlluminationReach = 0.0;
/**
* Blending coefficient between surfacic and volumetric models in GPU Mapper
*/
float VolumetricScatteringBlending = 0.0;
/**
* Set whether or not the sample distance should be automatically calculated
* within the internal volume mapper
*/
vtkTypeBool AutoAdjustSampleDistances;
/**
* If the DesiredUpdateRate of the vtkRenderWindow causing the Render is at
* or above this value, the render is considered interactive. Otherwise it is
* considered still.
*/
double InteractiveUpdateRate;
/**
* If the InteractiveAdjustSampleDistances flag is enabled,
* vtkSmartVolumeMapper interactively sets and resets the
* AutoAdjustSampleDistances flag on the internal volume mapper. This flag
* along with InteractiveUpdateRate is useful to adjust volume mapper sample
* distance based on whether the render is interactive or still.
*/
vtkTypeBool InteractiveAdjustSampleDistances;
///@{
/**
* VectorMode is a special rendering mode for 3-component vectors which makes
* use of GPURayCastMapper's independent-component capabilities. In this mode,
* a single component in the vector can be selected for rendering. In addition,
* the mapper can compute a scalar field representing the magnitude of this vector
* using a vtkImageMagnitude object (MAGNITUDE mode).
*/
int VectorMode;
int VectorComponent;
vtkTimeStamp MagnitudeUploadTime;
///@}
///@{
/**
* Keep a cache of the last input to the mapper so that input data changes can be propagated to
* the resample filter and internal mappers.
*/
vtkDataSet* LastInput;
vtkDataSet* LastFilterInput;
///@}
/**
* Define the array used for the Y axis of transfer 2D.
* This is used when the transfer function mode is set to 2D. If unset, the
* default is to use the gradient of the scalar.
*/
char* Transfer2DYAxisArray;
private:
///@{
/**
* Adjust the GPUMapper's parameters (ColorTable, Weights, etc.) to render
* a single component of a dataset.
*/
void SetupVectorMode(vtkVolume* vol);
/**
* vtkImageMagnitude is used to compute the norm of the input multi-component
* array. vtkImageMagnitude can only process point data, so in the case of cell
* data it is first transformed to points.
*/
void ComputeMagnitudeCellData(vtkDataSet* input, vtkDataArray* arr);
void ComputeMagnitudePointData(vtkDataSet* input, vtkDataArray* arr);
///@}
vtkSmartVolumeMapper(const vtkSmartVolumeMapper&) = delete;
void operator=(const vtkSmartVolumeMapper&) = delete;
vtkOSPRayVolumeInterface* OSPRayMapper;
};
#endif