/*========================================================================= Program: Visualization Toolkit Module: vtkOpenGLProjectedTetrahedraMapper.cxx 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. =========================================================================*/ /* * Copyright 2003 Sandia Corporation. * Under the terms of Contract DE-AC04-94AL85000, there is a non-exclusive * license for use of this work by or on behalf of the * U.S. Government. Redistribution and use in source and binary forms, with * or without modification, are permitted provided that this Notice and any * statement of authorship are reproduced on all copies. */ #include "vtkOpenGLProjectedTetrahedraMapper.h" #include "vtkCamera.h" #include "vtkCellArray.h" #include "vtkCellData.h" #include "vtkCellIterator.h" #include "vtkFloatArray.h" #include "vtkIdList.h" #include "vtkIdTypeArray.h" #include "vtkMath.h" #include "vtkMatrix3x3.h" #include "vtkMatrix4x4.h" #include "vtkNew.h" #include "vtkObjectFactory.h" #include "vtkOpenGLCamera.h" #include "vtkOpenGLError.h" #include "vtkOpenGLFramebufferObject.h" #include "vtkOpenGLIndexBufferObject.h" #include "vtkOpenGLRenderWindow.h" #include "vtkOpenGLShaderCache.h" #include "vtkOpenGLVertexArrayObject.h" #include "vtkOpenGLVertexBufferObject.h" #include "vtkPointData.h" #include "vtkRenderer.h" #include "vtkShaderProgram.h" #include "vtkSmartPointer.h" #include "vtkTimerLog.h" #include "vtkUnsignedCharArray.h" #include "vtkUnstructuredGrid.h" #include "vtkVisibilitySort.h" #include "vtkVolume.h" #include "vtkVolumeProperty.h" #include #include // bring in shader code #include "vtkglProjectedTetrahedraVS.h" #include "vtkglProjectedTetrahedraFS.h" // Define to print debug statements to the OpenGL CS stream (useful for e.g. // apitrace debugging): // #define ANNOTATE_STREAM namespace { void annotate(const std::string& message) { #ifdef ANNOTATE_STREAM vtkOpenGLStaticCheckErrorMacro("Error before glDebug.") glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_OTHER, GL_DEBUG_SEVERITY_NOTIFICATION, 0, message.size(), message.c_str()); vtkOpenGLClearErrorMacro(); #else // ANNOTATE_STREAM (void)message; #endif // ANNOTATE_STREAM } class scoped_annotate { std::string Message; public: scoped_annotate(const std::string& message) : Message(message) { annotate("start " + message); } ~scoped_annotate() { annotate("end " + this->Message); } }; } static int tet_edges[6][2] = { {0,1}, {1,2}, {2,0}, {0,3}, {1,3}, {2,3} }; const int SqrtTableSize = 2048; //----------------------------------------------------------------------------- vtkStandardNewMacro(vtkOpenGLProjectedTetrahedraMapper); //----------------------------------------------------------------------------- vtkOpenGLProjectedTetrahedraMapper::vtkOpenGLProjectedTetrahedraMapper() { this->TransformedPoints = vtkFloatArray::New(); this->Colors = vtkUnsignedCharArray::New(); this->LastProperty = nullptr; this->MaxCellSize = 0; this->GaveError = 0; this->SqrtTable = new float[SqrtTableSize]; this->SqrtTableBias = 0.0; this->Initialized = false; this->CurrentFBOWidth = -1; this->CurrentFBOHeight = -1; this->FloatingPointFrameBufferResourcesAllocated = false; this->Framebuffer = vtkOpenGLFramebufferObject::New(); this->UseFloatingPointFrameBuffer = true; this->CanDoFloatingPointFrameBuffer = false; this->HasHardwareSupport = false; this->VBO = vtkOpenGLVertexBufferObject::New(); } //----------------------------------------------------------------------------- vtkOpenGLProjectedTetrahedraMapper::~vtkOpenGLProjectedTetrahedraMapper() { this->ReleaseGraphicsResources(nullptr); this->TransformedPoints->Delete(); this->Colors->Delete(); delete[] this->SqrtTable; this->VBO->Delete(); this->Framebuffer->Delete(); } //----------------------------------------------------------------------------- void vtkOpenGLProjectedTetrahedraMapper::PrintSelf(ostream &os, vtkIndent indent) { this->Superclass::PrintSelf(os, indent); os << indent << "VisibilitySort: " << this->VisibilitySort << endl; os << indent << "UseFloatingPointFrameBuffer: " << (this->UseFloatingPointFrameBuffer ? "True" : "False") << endl; } //----------------------------------------------------------------------------- bool vtkOpenGLProjectedTetrahedraMapper::IsSupported(vtkRenderWindow *rwin) { vtkOpenGLRenderWindow *context = vtkOpenGLRenderWindow::SafeDownCast(rwin); if (!context) { vtkErrorMacro( << "Support for " << rwin->GetClassName() << " not implemented"); return false; } // use render to FBO when it's supported this->CanDoFloatingPointFrameBuffer = false; if (this->UseFloatingPointFrameBuffer) { #if GL_ES_VERSION_3_0 != 1 if (vtkOpenGLRenderWindow::GetContextSupportsOpenGL32()) { this->CanDoFloatingPointFrameBuffer = true; return true; } this->CanDoFloatingPointFrameBuffer = (glewIsSupported("GL_ARB_texture_float") != 0); #else this->CanDoFloatingPointFrameBuffer = true; #endif if (!this->CanDoFloatingPointFrameBuffer) { vtkWarningMacro( "Missing FBO support. The algorithm may produce visual artifacts."); } } return true; } //----------------------------------------------------------------------------- void vtkOpenGLProjectedTetrahedraMapper::Initialize(vtkRenderer *renderer) { if (this->Initialized) { return; } this->Initialized = true; vtkOpenGLRenderWindow *renwin = vtkOpenGLRenderWindow::SafeDownCast(renderer->GetRenderWindow()); this->HasHardwareSupport = renwin != nullptr && this->IsSupported(renwin); if (!this->HasHardwareSupport) { // this is an error since there's no fallback. vtkErrorMacro("The required extensions are not supported."); } } //----------------------------------------------------------------------------- bool vtkOpenGLProjectedTetrahedraMapper::AllocateFOResources(vtkRenderer *r) { vtkOpenGLClearErrorMacro(); scoped_annotate annotator("PTM::AllocateFOResources"); int *size = r->GetSize(); if ( this->UseFloatingPointFrameBuffer && this->CanDoFloatingPointFrameBuffer && (!this->FloatingPointFrameBufferResourcesAllocated || (size[0] != this->CurrentFBOWidth) || (size[0] != this->CurrentFBOHeight)) ) { vtkOpenGLRenderWindow *rw = static_cast(r->GetRenderWindow()); if (!this->FloatingPointFrameBufferResourcesAllocated) { // determine if we have MSAA GLint winSampleBuffers = 0; glGetIntegerv(GL_SAMPLE_BUFFERS, &winSampleBuffers); GLint winSamples = 0; if (winSampleBuffers) { glGetIntegerv(GL_SAMPLES, &winSamples); } int dsize = rw->GetDepthBufferSize(); if (dsize == 0) { dsize = 24; } vtkOpenGLFramebufferObject *fo = this->Framebuffer; fo->SetContext(rw); fo->SaveCurrentBindingsAndBuffers(); const char *desc; // if we failed to get a framebuffer and we wanted // multisamples, then try again without multisamples if (!fo->PopulateFramebuffer(size[0], size[1], true, // use textures 1, VTK_FLOAT, // 1 color buffer of float true, dsize, // yes depth buffer winSamples) // possibly multisampled && winSamples > 0) { fo->PopulateFramebuffer(size[0], size[1], true, // use textures 1, VTK_FLOAT, // 1 color buffer of float true, dsize, // yes depth buffer 0); // no multisamples } this->FloatingPointFrameBufferResourcesAllocated = true; if(!fo->GetFrameBufferStatus(fo->GetDrawMode(), desc)) { vtkWarningMacro( "Missing FBO support. The algorithm may produce visual artifacts."); this->CanDoFloatingPointFrameBuffer = false; fo->RestorePreviousBindingsAndBuffers(); return false; } this->Framebuffer->UnBind(); fo->RestorePreviousBindingsAndBuffers(); this->CanDoFloatingPointFrameBuffer = true; } else { // need resize vtkOpenGLFramebufferObject *fo = this->Framebuffer; fo->SaveCurrentBindingsAndBuffers(); fo->Bind(); fo->Resize(size[0], size[1]); this->Framebuffer->UnBind(); fo->RestorePreviousBindingsAndBuffers(); } this->CurrentFBOWidth = size[0]; this->CurrentFBOHeight = size[1]; } return true; } //----------------------------------------------------------------------------- void vtkOpenGLProjectedTetrahedraMapper::ReleaseGraphicsResources(vtkWindow *win) { this->Initialized = false; if (this->FloatingPointFrameBufferResourcesAllocated) { this->FloatingPointFrameBufferResourcesAllocated = false; this->Framebuffer->ReleaseGraphicsResources(win); } this->VBO->ReleaseGraphicsResources(); this->Tris.ReleaseGraphicsResources(win); this->Superclass::ReleaseGraphicsResources(win); } //----------------------------------------------------------------------------- void vtkOpenGLProjectedTetrahedraMapper::Render(vtkRenderer *renderer, vtkVolume *volume) { vtkOpenGLClearErrorMacro(); scoped_annotate annotator("PTM::Render"); // load required extensions this->Initialize(renderer); if (!this->HasHardwareSupport) { return; } // make sure our shader program is loaded and ready to go vtkOpenGLRenderWindow *renWin = vtkOpenGLRenderWindow::SafeDownCast(renderer->GetRenderWindow()); if (renWin == nullptr) { vtkErrorMacro("Invalid vtkOpenGLRenderWindow"); } vtkUnstructuredGridBase *input = this->GetInput(); vtkVolumeProperty *property = volume->GetProperty(); // has something changed that would require us to recreate the shader? if (!this->Tris.Program) { // build the shader source code std::string VSSource = vtkglProjectedTetrahedraVS; std::string FSSource = vtkglProjectedTetrahedraFS; std::string GSSource; // compile and bind it if needed vtkShaderProgram *newShader = renWin->GetShaderCache()->ReadyShaderProgram(VSSource.c_str(), FSSource.c_str(), GSSource.c_str()); // if the shader changed reinitialize the VAO if (newShader != this->Tris.Program) { this->Tris.Program = newShader; this->Tris.VAO->ShaderProgramChanged(); // reset the VAO as the shader has changed } this->Tris.ShaderSourceTime.Modified(); } else { renWin->GetShaderCache()->ReadyShaderProgram(this->Tris.Program); } // Check to see if input changed. if ( (this->InputAnalyzedTime < this->MTime) || (this->InputAnalyzedTime < input->GetMTime()) ) { this->GaveError = 0; float max_cell_size2 = 0; if (input->GetNumberOfCells() == 0) { // Apparently, the input has no cells. Just do nothing. return; } vtkSmartPointer cellIter = vtkSmartPointer::Take(input->NewCellIterator()); for (cellIter->InitTraversal(); !cellIter->IsDoneWithTraversal(); cellIter->GoToNextCell()) { vtkIdType npts = cellIter->GetNumberOfPoints(); if (npts != 4) { if (!this->GaveError) { vtkErrorMacro("Encountered non-tetrahedra cell!"); this->GaveError = 1; } continue; } vtkIdType *pts = cellIter->GetPointIds()->GetPointer(0); for (int j = 0; j < 6; j++) { double p1[3], p2[3]; input->GetPoint(pts[tet_edges[j][0]], p1); input->GetPoint(pts[tet_edges[j][1]], p2); float size2 = (float)vtkMath::Distance2BetweenPoints(p1, p2); if (size2 > max_cell_size2) { max_cell_size2 = size2; } } } this->MaxCellSize = (float)sqrt(max_cell_size2); // Build a sqrt lookup table for measuring distances. During perspective // modes we have to take a lot of square roots, and a table is much faster // than calling the sqrt function. this->SqrtTableBias = (SqrtTableSize-1)/max_cell_size2; for (int i = 0; i < SqrtTableSize; i++) { this->SqrtTable[i] = (float)sqrt(i/this->SqrtTableBias); } this->InputAnalyzedTime.Modified(); } if (renderer->GetRenderWindow()->CheckAbortStatus() || this->GaveError) { vtkOpenGLCheckErrorMacro("failed during Render"); return; } if (renderer->GetRenderWindow()->CheckAbortStatus()) { vtkOpenGLCheckErrorMacro("failed during Render"); return; } // Check to see if we need to remap colors. if ( (this->ColorsMappedTime < this->MTime) || (this->ColorsMappedTime < input->GetMTime()) || (this->LastProperty != property) || (this->ColorsMappedTime < property->GetMTime()) ) { vtkDataArray *scalars = this->GetScalars(input, this->ScalarMode, this->ArrayAccessMode, this->ArrayId, this->ArrayName, this->UsingCellColors); if (!scalars) { vtkErrorMacro(<< "Can't use projected tetrahedra without scalars!"); vtkOpenGLCheckErrorMacro("failed during Render"); return; } vtkProjectedTetrahedraMapper::MapScalarsToColors(this->Colors, property, scalars); this->ColorsMappedTime.Modified(); this->LastProperty = property; } if (renderer->GetRenderWindow()->CheckAbortStatus()) { vtkOpenGLCheckErrorMacro("failed during Render"); return; } this->Timer->StartTimer(); this->ProjectTetrahedra(renderer, volume, renWin); this->Timer->StopTimer(); this->TimeToDraw = this->Timer->GetElapsedTime(); vtkOpenGLCheckErrorMacro("failed after Render"); } //----------------------------------------------------------------------------- inline float vtkOpenGLProjectedTetrahedraMapper::GetCorrectedDepth( float x, float y, float z1, float z2, const float inverse_projection_mat[16], int use_linear_depth_correction, float linear_depth_correction) { if (use_linear_depth_correction) { float depth = linear_depth_correction*(z1 - z2); if (depth < 0) depth = -depth; return depth; } else { float eye1[3], eye2[3], invw; // This code does the same as the commented code above, but also collects // common arithmetic between the two matrix x vector operations. An // optimizing compiler may or may not pick up on that. float common[4]; common[0] = ( inverse_projection_mat[ 0]*x + inverse_projection_mat[ 4]*y + inverse_projection_mat[12] ); common[1] = ( inverse_projection_mat[ 1]*x + inverse_projection_mat[ 5]*y + inverse_projection_mat[13] ); common[2] = ( inverse_projection_mat[ 2]*x + inverse_projection_mat[ 6]*y + inverse_projection_mat[10]*z1 + inverse_projection_mat[14] ); common[3] = ( inverse_projection_mat[ 3]*x + inverse_projection_mat[ 7]*y + inverse_projection_mat[15] ); invw = 1/(common[3] + inverse_projection_mat[11]*z1); eye1[0] = invw*(common[0] + inverse_projection_mat[ 8]*z1); eye1[1] = invw*(common[1] + inverse_projection_mat[ 9]*z1); eye1[2] = invw*(common[2] + inverse_projection_mat[10]*z1); invw = 1/(common[3] + inverse_projection_mat[11]*z2); eye2[0] = invw*(common[0] + inverse_projection_mat[ 8]*z2); eye2[1] = invw*(common[1] + inverse_projection_mat[ 9]*z2); eye2[2] = invw*(common[2] + inverse_projection_mat[10]*z2); float dist2 = vtkMath::Distance2BetweenPoints(eye1, eye2); return this->SqrtTable[(int)(dist2*this->SqrtTableBias)]; } } //----------------------------------------------------------------------------- void vtkOpenGLProjectedTetrahedraMapper::ProjectTetrahedra( vtkRenderer* renderer, vtkVolume* volume, vtkOpenGLRenderWindow* window) { vtkOpenGLClearErrorMacro(); scoped_annotate annotator("PTM::ProjectTetrahedra"); // after mucking about with FBO bindings be sure // we're saving the default fbo attributes/blend function this->AllocateFOResources(renderer); vtkOpenGLFramebufferObject *fo = nullptr; // Copy existing Depth/Color buffers to FO if (this->UseFloatingPointFrameBuffer && this->CanDoFloatingPointFrameBuffer) { scoped_annotate annotator2("PTM::UseFloatingPointFrameBuffer"); fo = this->Framebuffer; // bind draw+read to set it up fo->SaveCurrentBindingsAndBuffers(); fo->Bind(fo->GetDrawMode()); fo->ActivateDrawBuffer(0); if (!fo->CheckFrameBufferStatus(fo->GetDrawMode())) { vtkErrorMacro("FO is incomplete "); } glBlitFramebuffer(0, 0, this->CurrentFBOWidth, this->CurrentFBOHeight, 0, 0, this->CurrentFBOWidth, this->CurrentFBOHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); vtkOpenGLCheckErrorMacro("failed at glBlitFramebuffer"); } // TODO: // There are some caching optimizations that could be used // here to skip various expensive operations (eg sorting // cells could be skipped if input data and MVP matrices // haven't changed). vtkUnstructuredGridBase *input = this->GetInput(); this->VisibilitySort->SetInput(input); this->VisibilitySort->SetDirectionToBackToFront(); this->VisibilitySort->SetModelTransform(volume->GetMatrix()); this->VisibilitySort->SetCamera(renderer->GetActiveCamera()); this->VisibilitySort->SetMaxCellsReturned(1000); this->VisibilitySort->InitTraversal(); if (renderer->GetRenderWindow()->CheckAbortStatus()) { if (fo) { fo->RestorePreviousBindingsAndBuffers(); } return; } vtkMatrix4x4 *wcdc; vtkMatrix4x4 *wcvc; vtkMatrix3x3 *norms; vtkMatrix4x4 *vcdc; vtkOpenGLCamera *cam = (vtkOpenGLCamera *)(renderer->GetActiveCamera()); cam->GetKeyMatrices(renderer,wcvc,norms,vcdc,wcdc); float projection_mat[16]; for(int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { projection_mat[i*4+j] = vcdc->GetElement(i, j); } } float modelview_mat[16]; if (!volume->GetIsIdentity()) { vtkMatrix4x4 *tmpMat = vtkMatrix4x4::New(); vtkMatrix4x4 *tmpMat2 = vtkMatrix4x4::New(); vtkMatrix4x4 *mcwc = volume->GetMatrix(); tmpMat2->DeepCopy(wcvc); tmpMat2->Transpose(); vtkMatrix4x4::Multiply4x4(tmpMat2, mcwc, tmpMat); tmpMat->Transpose(); for(int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { modelview_mat[i*4+j] = tmpMat->GetElement(i, j); } } tmpMat->Delete(); tmpMat2->Delete(); } else { for(int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { modelview_mat[i*4+j] = wcvc->GetElement(i, j); } } } // Get the inverse projection matrix so that we can convert distances in // clipping space to distances in world or eye space. float inverse_projection_mat[16]; float linear_depth_correction = 1; int use_linear_depth_correction; double tmp_mat[16]; // VTK's matrix functions use doubles. std::copy(projection_mat, projection_mat+16, tmp_mat); // VTK and OpenGL store their matrices differently. Correct. vtkMatrix4x4::Transpose(tmp_mat, tmp_mat); // Take the inverse. vtkMatrix4x4::Invert(tmp_mat, tmp_mat); // Restore back to OpenGL form. vtkMatrix4x4::Transpose(tmp_mat, tmp_mat); // Copy back to float for faster computation. std::copy(tmp_mat, tmp_mat+16, inverse_projection_mat); // Check to see if we can just do a linear depth correction from clipping // space to eye space. use_linear_depth_correction = ( (projection_mat[ 3] == 0.0) && (projection_mat[ 7] == 0.0) && (projection_mat[11] == 0.0) && (projection_mat[15] == 1.0) ); if (use_linear_depth_correction) { float pos1[3], *pos2; pos1[0] = inverse_projection_mat[8] + inverse_projection_mat[12]; pos1[1] = inverse_projection_mat[9] + inverse_projection_mat[13]; pos1[2] = inverse_projection_mat[10] + inverse_projection_mat[14]; pos2 = inverse_projection_mat + 12; linear_depth_correction = sqrt(vtkMath::Distance2BetweenPoints(pos1, pos2)); } // Transform all the points. vtkProjectedTetrahedraMapper::TransformPoints(input->GetPoints(), projection_mat, modelview_mat, this->TransformedPoints); float *points = this->TransformedPoints->GetPointer(0); if (renderer->GetRenderWindow()->CheckAbortStatus()) { if (fo) { fo->RestorePreviousBindingsAndBuffers(); } return; } glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); GLint blendSrcA = GL_ONE; GLint blendDstA = GL_ONE_MINUS_SRC_ALPHA; GLint blendSrcC = GL_SRC_ALPHA; GLint blendDstC = GL_ONE_MINUS_SRC_ALPHA; glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcA); glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDstA); glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcC); glGetIntegerv(GL_BLEND_DST_RGB, &blendDstC); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); float unit_distance = volume->GetProperty()->GetScalarOpacityUnitDistance(); // build the VBO and IBOs, we so these in chuncks as based on // the settings of the VisibilitySort tclass this->VBO->SetStride(6*sizeof(float)); // Establish vertex arrays. // tets have 4 points, 5th point here is used // to insert a point in case of intersections float tet_points[5*3] = {0.0f}; unsigned char tet_colors[5*3] = {0}; float tet_texcoords[5*2] = {0.0f}; unsigned char *colors = this->Colors->GetPointer(0); vtkIdType totalnumcells = input->GetNumberOfCells(); vtkIdType numcellsrendered = 0; vtkNew cellPointIds; std::vector packedVBO; packedVBO.reserve(6 * 5 * this->VisibilitySort->GetMaxCellsReturned()); std::vector indexArray; indexArray.reserve(3 * 4 * this->VisibilitySort->GetMaxCellsReturned()); double progressNext = 0.0; // Let's do it! for (vtkIdTypeArray *sorted_cell_ids = this->VisibilitySort->GetNextCells(); sorted_cell_ids != nullptr; sorted_cell_ids = this->VisibilitySort->GetNextCells()) { const double progress = static_cast(numcellsrendered) / totalnumcells; if (progress >= progressNext) { this->GLSafeUpdateProgress(progress, window); progressNext += 0.1; // we report progress in 10% increments to avoid // over-reporting . } if (renderer->GetRenderWindow()->CheckAbortStatus()) { break; } vtkIdType *cell_ids = sorted_cell_ids->GetPointer(0); vtkIdType num_cell_ids = sorted_cell_ids->GetNumberOfTuples(); packedVBO.resize(6 * 5 * num_cell_ids); std::vector::iterator it = packedVBO.begin(); int numPts = 0; indexArray.resize(0); for (vtkIdType i = 0; i < num_cell_ids; i++) { vtkIdType cell = cell_ids[i]; input->GetCellPoints(cell, cellPointIds); int j; // Get the data for the tetrahedra. for (j = 0; j < 4; j++) { // Assuming we only have tetrahedra, each entry in cells has 5 // components. const float *p = points + 3 * cellPointIds->GetId(j); tet_points[j*3 + 0] = p[0]; tet_points[j*3 + 1] = p[1]; tet_points[j*3 + 2] = p[2]; const unsigned char *c; if (this->UsingCellColors) { c = colors + 4*cell; } else { c = colors + 4 * cellPointIds->GetId(j); } tet_colors[j*3 + 0] = c[0]; tet_colors[j*3 + 1] = c[1]; tet_colors[j*3 + 2] = c[2]; tet_texcoords[j*2 + 0] = static_cast(c[3])/255.0f; tet_texcoords[j*2 + 1] = 0; } // Do not render this cell if it is outside of the cutting planes. For // most planes, cut if all points are outside. For the near plane, cut if // any points are outside because things can go very wrong if one of the // points is behind the view. if ( ( (tet_points[0*3+0] > 1.0f) && (tet_points[1*3+0] > 1.0f) && (tet_points[2*3+0] > 1.0f) && (tet_points[3*3+0] > 1.0f) ) || ( (tet_points[0*3+0] < -1.0f) && (tet_points[1*3+0] < -1.0f) && (tet_points[2*3+0] < -1.0f) && (tet_points[3*3+0] < -1.0f) ) || ( (tet_points[0*3+1] > 1.0f) && (tet_points[1*3+1] > 1.0f) && (tet_points[2*3+1] > 1.0f) && (tet_points[3*3+1] > 1.0f) ) || ( (tet_points[0*3+1] < -1.0f) && (tet_points[1*3+1] < -1.0f) && (tet_points[2*3+1] < -1.0f) && (tet_points[3*3+1] < -1.0f) ) || ( (tet_points[0*3+2] > 1.0f) && (tet_points[1*3+2] > 1.0f) && (tet_points[2*3+2] > 1.0f) && (tet_points[3*3+2] > 1.0f) ) || ( (tet_points[0*3+2] < -1.0f) || (tet_points[1*3+2] < -1.0f) || (tet_points[2*3+2] < -1.0f) || (tet_points[3*3+2] < -1.0f) ) ) { continue; } // The classic PT algorithm uses face normals to determine the // projection class and then do calculations individually. However, // Wylie 2002 shows how to use the intersection of two segments to // calculate the depth of the thick part for any case. Here, we use // face normals to determine which segments to use. One segment // should be between two faces that are either both front facing or // back facing. Obviously, we only need to test three faces to find // two such faces. We test the three faces connected to point 0. vtkIdType segment1[2]; vtkIdType segment2[2]; float v1[2], v2[2], v3[3]; v1[0] = tet_points[1*3 + 0] - tet_points[0*3 + 0]; v1[1] = tet_points[1*3 + 1] - tet_points[0*3 + 1]; v2[0] = tet_points[2*3 + 0] - tet_points[0*3 + 0]; v2[1] = tet_points[2*3 + 1] - tet_points[0*3 + 1]; v3[0] = tet_points[3*3 + 0] - tet_points[0*3 + 0]; v3[1] = tet_points[3*3 + 1] - tet_points[0*3 + 1]; float face_dir1 = v3[0]*v2[1] - v3[1]*v2[0]; float face_dir2 = v1[0]*v3[1] - v1[1]*v3[0]; float face_dir3 = v2[0]*v1[1] - v2[1]*v1[0]; if ( (face_dir1 * face_dir2 >= 0) && ( (face_dir1 != 0) // Handle a special case where 2 faces || (face_dir2 != 0) ) ) // are perpendicular to the view plane. { segment1[0] = 0; segment1[1] = 3; segment2[0] = 1; segment2[1] = 2; } else if (face_dir1 * face_dir3 >= 0) { segment1[0] = 0; segment1[1] = 2; segment2[0] = 1; segment2[1] = 3; } else // Unless the tet is degenerate, face_dir2*face_dir3 >= 0 { segment1[0] = 0; segment1[1] = 1; segment2[0] = 2; segment2[1] = 3; } #define VEC3SUB(Z,X,Y) \ (Z)[0] = (X)[0] - (Y)[0]; \ (Z)[1] = (X)[1] - (Y)[1]; \ (Z)[2] = (X)[2] - (Y)[2]; #define P1 (tet_points + 3*segment1[0]) #define P2 (tet_points + 3*segment1[1]) #define P3 (tet_points + 3*segment2[0]) #define P4 (tet_points + 3*segment2[1]) #define C1 (tet_colors + 3*segment1[0]) #define C2 (tet_colors + 3*segment1[1]) #define C3 (tet_colors + 3*segment2[0]) #define C4 (tet_colors + 3*segment2[1]) #define T1 (tet_texcoords + 2*segment1[0]) #define T2 (tet_texcoords + 2*segment1[1]) #define T3 (tet_texcoords + 2*segment2[0]) #define T4 (tet_texcoords + 2*segment2[1]) // Find the intersection of the projection of the two segments in the // XY plane. This algorithm is based on that given in Graphics Gems // III, pg. 199-202. float A[3], B[3], C[3]; // We can define the two lines parametrically as: // P1 + alpha(A) // P3 + beta(B) // where A = P2 - P1 // and B = P4 - P3. // alpha and beta are in the range [0,1] within the line segment. VEC3SUB(A, P2, P1); VEC3SUB(B, P4, P3); // The lines intersect when the values of the two parameteric equations // are equal. Setting them equal and moving everything to one side: // 0 = C + beta(B) - alpha(A) // where C = P3 - P1. VEC3SUB(C, P3, P1); // When we project the lines to the xy plane (which we do by throwing // away the z value), we have two equations and two unknowns. The // following are the solutions for alpha and beta. float denominator = (A[0]*B[1]-A[1]*B[0]); if (denominator == 0) continue; // Must be degenerated tetrahedra. float alpha = (B[1]*C[0]-B[0]*C[1])/denominator; float beta = (A[1]*C[0]-A[0]*C[1])/denominator; if ((alpha >= 0) && (alpha <= 1)) { // The two segments intersect. This corresponds to class 2 in // Shirley and Tuchman (or one of the degenerate cases). // Make new point at intersection. tet_points[3*4 + 0] = P1[0] + alpha*A[0]; tet_points[3*4 + 1] = P1[1] + alpha*A[1]; tet_points[3*4 + 2] = P1[2] + alpha*A[2]; // Find depth at intersection. float depth = this->GetCorrectedDepth( tet_points[3*4 + 0], tet_points[3*4 + 1], tet_points[3*4 + 2], P3[2] + beta*B[2], inverse_projection_mat, use_linear_depth_correction, linear_depth_correction); // Find color at intersection. tet_colors[3*4 + 0] = static_cast (0.5f*(C1[0] + alpha*(C2[0]-C1[0]) + C3[0] + beta*(C4[0]-C3[0]))); tet_colors[3*4 + 1] = static_cast (0.5f*(C1[1] + alpha*(C2[1]-C1[1]) + C3[1] + beta*(C4[1]-C3[1]))); tet_colors[3*4 + 2] = static_cast (0.5f*(C1[2] + alpha*(C2[2]-C1[2]) + C3[2] + beta*(C4[2]-C3[2]))); // tet_colors[3*0 + 0] = 255; // tet_colors[3*0 + 1] = 0; // tet_colors[3*0 + 2] = 0; // tet_colors[3*1 + 0] = 255; // tet_colors[3*1 + 1] = 0; // tet_colors[3*1 + 2] = 0; // tet_colors[3*2 + 0] = 255; // tet_colors[3*2 + 1] = 0; // tet_colors[3*2 + 2] = 0; // tet_colors[3*3 + 0] = 255; // tet_colors[3*3 + 1] = 0; // tet_colors[3*3 + 2] = 0; // tet_colors[3*4 + 0] = 255; // tet_colors[3*4 + 1] = 0; // tet_colors[3*4 + 2] = 0; // Find the opacity at intersection. tet_texcoords[2*4 + 0] = 0.5f*( T1[0] + alpha*(T2[0]-T1[0]) + T3[0] + alpha*(T4[0]-T3[0])); // Record the depth at the intersection. tet_texcoords[2*4 + 1] = depth/unit_distance; // Establish the order in which the points should be rendered. unsigned char indices[6]; indices[0] = 4; indices[1] = segment1[0]; indices[2] = segment2[0]; indices[3] = segment1[1]; indices[4] = segment2[1]; indices[5] = segment1[0]; // add the cells to the IBO for (int cellIdx = 0; cellIdx < 4; cellIdx++) { indexArray.push_back(indices[0]+numPts); indexArray.push_back(indices[cellIdx+1]+numPts); indexArray.push_back(indices[cellIdx+2]+numPts); } } else { // The two segments do not intersect. This corresponds to class 1 // in Shirley and Tuchman. if (alpha <= 0) { // Flip segment1 so that alpha is >= 1. P1 and P2 are also // flipped as are C1-C2 and T1-T2. Note that this will // invalidate A. B and beta are unaffected. std::swap(segment1[0], segment1[1]); alpha = 1 - alpha; } // From here on, we can assume P2 is the "thick" point. // Find the depth under the thick point. Use the alpha and beta // from intersection to determine location of face under thick // point. float edgez = P3[2] + beta*B[2]; float pointz = P1[2]; float facez = (edgez + (alpha-1)*pointz)/alpha; float depth = GetCorrectedDepth(P2[0], P2[1], P2[2], facez, inverse_projection_mat, use_linear_depth_correction, linear_depth_correction); // Fix color at thick point. Average color with color of opposite // face. for (j = 0; j < 3; j++) { float edgec = C3[j] + beta*(C4[j]-C3[j]); float pointc = C1[j]; float facec = (edgec + (alpha-1)*pointc)/alpha; C2[j] = (unsigned char)(0.5f*(facec + C2[j])); } // tet_colors[3*segment1[0] + 0] = 0; // tet_colors[3*segment1[0] + 1] = 255; // tet_colors[3*segment1[0] + 2] = 0; // tet_colors[3*segment1[1] + 0] = 0; // tet_colors[3*segment1[1] + 1] = 255; // tet_colors[3*segment1[1] + 2] = 0; // tet_colors[3*segment2[0] + 0] = 0; // tet_colors[3*segment2[0] + 1] = 255; // tet_colors[3*segment2[0] + 2] = 0; // tet_colors[3*segment2[1] + 0] = 0; // tet_colors[3*segment2[1] + 1] = 255; // tet_colors[3*segment2[1] + 2] = 0; // Fix opacity at thick point. Average opacity with opacity of // opposite face. float edgea = T3[0] + beta*(T4[0]-T3[0]); float pointa = T1[0]; float facea = (edgea + (alpha-1)*pointa)/alpha; T2[0] = 0.5f*(facea + T2[0]); // Record thickness at thick point. T2[1] = depth/unit_distance; // Establish the order in which the points should be rendered. unsigned char indices[5]; indices[0] = segment1[1]; indices[1] = segment1[0]; indices[2] = segment2[0]; indices[3] = segment2[1]; indices[4] = segment1[0]; // add the cells to the IBO for (int cellIdx = 0; cellIdx < 3; cellIdx++) { indexArray.push_back(indices[0]+numPts); indexArray.push_back(indices[cellIdx+1]+numPts); indexArray.push_back(indices[cellIdx+2]+numPts); } } // add the points to the VBO union { unsigned char c[4]; float f; } v = { { 0, 0, 0, 255 } }; for (int ptIdx = 0; ptIdx < 5; ptIdx++) { *(it++) = tet_points[ptIdx*3]; *(it++) = tet_points[ptIdx*3+1]; *(it++) = tet_points[ptIdx*3+2]; v.c[0] = tet_colors[ptIdx*3]; v.c[1] = tet_colors[ptIdx*3+1]; v.c[2] = tet_colors[ptIdx*3+2]; *(it++) = v.f; *(it++) = tet_texcoords[ptIdx*2]; // attenuation *(it++) = tet_texcoords[ptIdx*2+1]; // depth } numPts += 5; } this->VBO->Upload(packedVBO, vtkOpenGLBufferObject::ArrayBuffer); this->VBO->Bind(); this->Tris.VAO->Bind(); if (this->Tris.IBO->IndexCount && ( this->Tris.ShaderSourceTime > this->Tris.AttributeUpdateTime)) { if (!this->Tris.VAO->AddAttributeArray(this->Tris.Program, this->VBO, "vertexDC", 0, this->VBO->GetStride(), VTK_FLOAT, 3, false)) { vtkErrorMacro(<< "Error setting 'vertexDC' in shader VAO."); } if (!this->Tris.VAO->AddAttributeArray(this->Tris.Program, this->VBO, "scalarColor", 3*sizeof(float), this->VBO->GetStride(), VTK_UNSIGNED_CHAR, 3, true)) { vtkErrorMacro(<< "Error setting 'scalarColor' in shader VAO."); } if (!this->Tris.VAO->AddAttributeArray(this->Tris.Program, this->VBO, "attenuationArray", 4*sizeof(float), this->VBO->GetStride(), VTK_FLOAT, 1, false)) { vtkErrorMacro(<< "Error setting attenuation in shader VAO."); } if (!this->Tris.VAO->AddAttributeArray(this->Tris.Program, this->VBO, "depthArray", 5*sizeof(float), this->VBO->GetStride(), VTK_FLOAT, 1, false)) { vtkErrorMacro(<< "Error setting depth in shader VAO."); } this->Tris.AttributeUpdateTime.Modified(); } this->Tris.IBO->Upload(indexArray, vtkOpenGLBufferObject::ElementArrayBuffer); this->Tris.IBO->IndexCount = indexArray.size(); this->Tris.IBO->Bind(); glDrawRangeElements(GL_TRIANGLES, 0, static_cast(numPts - 1), static_cast(this->Tris.IBO->IndexCount), GL_UNSIGNED_INT, nullptr); this->Tris.IBO->Release(); this->Tris.VAO->Release(); this->VBO->Release(); numcellsrendered += num_cell_ids; } if (fo) { // copy from our fbo to the default one fo->Bind(fo->GetReadMode()); // draw to default fbo fo->RestorePreviousBindingsAndBuffers(fo->GetDrawMode()); // Depth buffer has not changed so only copy color glBlitFramebuffer(0, 0, this->CurrentFBOWidth, this->CurrentFBOHeight, 0, 0, this->CurrentFBOWidth, this->CurrentFBOHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); vtkOpenGLCheckErrorMacro("failed at glBlitFramebuffer"); // restore default fbo for both read+draw fo->RestorePreviousBindingsAndBuffers(fo->GetReadMode()); } // Restore the blend function. vtkOpenGLCheckErrorMacro("failed at glPopAttrib"); glDepthMask(GL_TRUE); glBlendFuncSeparate(blendSrcC, blendDstC, blendSrcA, blendDstA); vtkOpenGLCheckErrorMacro("failed after ProjectTetrahedra"); this->GLSafeUpdateProgress(1.0, window); } //----------------------------------------------------------------------------- void vtkOpenGLProjectedTetrahedraMapper::GLSafeUpdateProgress( double value, vtkOpenGLRenderWindow* window) { scoped_annotate annotator("GLSafeUpdateProgress"); vtkNew fbo; fbo->SetContext(window); fbo->SaveCurrentBindingsAndBuffers(); // since UpdateProgress may causes GL context changes, we save and restore // state. this->UpdateProgress(value); window->MakeCurrent(); fbo->RestorePreviousBindingsAndBuffers(); }