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vtkF3DOpenGLGridMapper.cxx
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vtkF3DOpenGLGridMapper.cxx
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#include "vtkF3DOpenGLGridMapper.h"
#include <vtkFloatArray.h>
#include <vtkInformation.h>
#include <vtkObjectFactory.h>
#include <vtkOpenGLError.h>
#include <vtkOpenGLRenderPass.h>
#include <vtkOpenGLRenderWindow.h>
#include <vtkOpenGLVertexArrayObject.h>
#include <vtkOpenGLVertexBufferObjectGroup.h>
#include <vtkRenderer.h>
#include <vtkShaderProgram.h>
#include <vtkVersion.h>
vtkStandardNewMacro(vtkF3DOpenGLGridMapper);
//----------------------------------------------------------------------------
vtkF3DOpenGLGridMapper::vtkF3DOpenGLGridMapper()
{
this->SetNumberOfInputPorts(0);
this->StaticOn();
}
//----------------------------------------------------------------------------
void vtkF3DOpenGLGridMapper::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "FadeDistance: " << this->FadeDistance << "\n";
os << indent << "UnitSquare: " << this->UnitSquare << "\n";
os << indent << "Subdivisions: " << this->Subdivisions << "\n";
os << indent << "UpIndex: " << this->UpIndex << "\n";
}
//----------------------------------------------------------------------------
void vtkF3DOpenGLGridMapper::ReplaceShaderValues(
std::map<vtkShader::Type, vtkShader*> shaders, vtkRenderer* ren, vtkActor* actor)
{
this->ReplaceShaderRenderPass(shaders, ren, actor, true);
std::string VSSource = shaders[vtkShader::Vertex]->GetSource();
std::string FSSource = shaders[vtkShader::Fragment]->GetSource();
const std::string axes3d = this->UpIndex == 0 ? "zyx" : this->UpIndex == 1 ? "xzy" : "xyz";
const std::string axes2d = this->UpIndex == 0 ? "zy" : this->UpIndex == 1 ? "xz" : "xy";
// clang-format off
vtkShaderProgram::Substitute(VSSource, "//VTK::PositionVC::Dec",
"uniform vec3 originOffset;\n"
"uniform float fadeDist;\n"
"out vec2 gridCoord;\n"
"out vec2 gridOffset;\n"
);
vtkShaderProgram::Substitute(VSSource, "//VTK::PositionVC::Impl",
"gridCoord = vertexMC.xy * fadeDist;\n"
"gridOffset = originOffset." + axes2d + ";\n"
"gl_Position = MCDCMatrix * vec4(vertexMC." + axes3d + " * fadeDist, 1.0);\n"
);
vtkShaderProgram::Substitute(FSSource, "//VTK::CustomUniforms::Dec",
"uniform float fadeDist;\n"
"uniform float unitSquare;\n"
"uniform int subdivisions;\n"
"uniform float axesLineWidth;\n"
"uniform float gridLineWidth;\n"
"uniform float minorOpacity;\n"
"uniform float lineAntialias;\n"
"uniform vec4 axis1Color;\n"
"uniform vec4 axis2Color;\n"
"in vec2 gridCoord;\n"
"in vec2 gridOffset;\n"
"float antialias(float dist, float linewidth){\n"
" float aa = lineAntialias;\n"
" float lw = max(linewidth, 1.0) / 2.0;\n"
" float alpha = min(linewidth, 1.0);\n"
" float d = dist - lw;\n"
" return d < .0 ? alpha\n"
" : d < aa ? (1.0 - d / aa) * alpha\n"
" : 0.0;\n"
"}\n"
);
vtkShaderProgram::Substitute(FSSource, "//VTK::UniformFlow::Impl",
" vec2 fromCenter = gridCoord / unitSquare;\n"
" vec2 majorCoord = (gridCoord - gridOffset) / unitSquare;\n"
" vec2 minorCoord = majorCoord * float(subdivisions);\n"
" vec2 majorGrid = abs(fract(majorCoord - 0.5) - 0.5) / fwidth(majorCoord);\n"
" vec2 minorGrid = abs(fract(minorCoord - 0.5) - 0.5) / fwidth(minorCoord);\n"
);
vtkShaderProgram::Substitute(FSSource, "//VTK::Color::Impl",
" float majorAlpha = antialias(min(majorGrid.x, majorGrid.y), gridLineWidth);\n"
" float minorAlpha = antialias(min(minorGrid.x, minorGrid.y), gridLineWidth);\n"
" float zoomFadeFactor = 1.0 - clamp(fwidth(majorCoord.x / unitSquare * fadeDist), 0.0, 1.0);"
" float alpha = max(majorAlpha, minorAlpha * minorOpacity * zoomFadeFactor);\n"
" vec4 color = vec4(diffuseColorUniform, alpha);\n"
" float axis1Weight = abs(majorCoord.y) < 0.5 ? antialias(majorGrid.y, axesLineWidth) : 0.0;\n"
" float axis2Weight = abs(majorCoord.x) < 0.5 ? antialias(majorGrid.x, axesLineWidth) : 0.0;\n"
" color = mix(color, axis2Color, axis2Weight);\n"
" color = mix(color, axis1Color, axis1Weight);\n"
" float sqDist = unitSquare * unitSquare * dot(fromCenter, fromCenter);\n"
" float radialFadeFactor = 1.0 - sqDist / (fadeDist * fadeDist);\n"
" color.w *= radialFadeFactor;\n"
" gl_FragData[0] = color;\n"
);
// clang-format on
shaders[vtkShader::Fragment]->SetSource(FSSource);
shaders[vtkShader::Vertex]->SetSource(VSSource);
// add camera uniforms declaration
this->ReplaceShaderPositionVC(shaders, ren, actor);
// add color uniforms declaration
this->ReplaceShaderColor(shaders, ren, actor);
// for depth peeling
this->ReplaceShaderRenderPass(shaders, ren, actor, false);
}
//----------------------------------------------------------------------------
void vtkF3DOpenGLGridMapper::SetMapperShaderParameters(
vtkOpenGLHelper& cellBO, vtkRenderer* vtkNotUsed(ren), vtkActor* actor)
{
if (this->VBOs->GetMTime() > cellBO.AttributeUpdateTime ||
cellBO.ShaderSourceTime > cellBO.AttributeUpdateTime)
{
cellBO.VAO->Bind();
this->VBOs->AddAllAttributesToVAO(cellBO.Program, cellBO.VAO);
cellBO.AttributeUpdateTime.Modified();
}
// Handle render pass setup:
vtkInformation* info = actor->GetPropertyKeys();
if (info && info->Has(vtkOpenGLRenderPass::RenderPasses()))
{
int numRenderPasses = info->Length(vtkOpenGLRenderPass::RenderPasses());
for (int i = 0; i < numRenderPasses; ++i)
{
vtkObjectBase* rpBase = info->Get(vtkOpenGLRenderPass::RenderPasses(), i);
vtkOpenGLRenderPass* rp = vtkOpenGLRenderPass::SafeDownCast(rpBase);
if (rp && !rp->SetShaderParameters(cellBO.Program, this, actor, cellBO.VAO))
{
vtkErrorMacro(
"RenderPass::SetShaderParameters failed for renderpass: " << rp->GetClassName());
}
}
}
cellBO.Program->SetUniform3f("originOffset", this->OriginOffset);
cellBO.Program->SetUniformf("fadeDist", this->FadeDistance);
cellBO.Program->SetUniformf("unitSquare", this->UnitSquare);
cellBO.Program->SetUniformi("subdivisions", this->Subdivisions);
cellBO.Program->SetUniformf("axesLineWidth", 0.8);
cellBO.Program->SetUniformf("gridLineWidth", 0.6);
cellBO.Program->SetUniformf("minorOpacity", 0.5);
cellBO.Program->SetUniformf("lineAntialias", 1);
const float xColor[4] = { 1, 0, 0, 1 };
const float yColor[4] = { 0, 1, 0, 1 };
const float zColor[4] = { 0, 0, 1, 1 };
switch (this->UpIndex)
{
case 0:
cellBO.Program->SetUniform4f("axis1Color", zColor);
cellBO.Program->SetUniform4f("axis2Color", yColor);
break;
case 1:
cellBO.Program->SetUniform4f("axis1Color", xColor);
cellBO.Program->SetUniform4f("axis2Color", zColor);
break;
case 2:
default:
cellBO.Program->SetUniform4f("axis1Color", xColor);
cellBO.Program->SetUniform4f("axis2Color", yColor);
break;
}
}
//----------------------------------------------------------------------------
void vtkF3DOpenGLGridMapper::BuildBufferObjects(vtkRenderer* ren, vtkActor* vtkNotUsed(act))
{
vtkNew<vtkFloatArray> infinitePlane;
infinitePlane->SetNumberOfComponents(2);
infinitePlane->SetNumberOfTuples(4);
float corner1[] = { -1, -1 };
float corner2[] = { +1, -1 };
float corner3[] = { -1, +1 };
float corner4[] = { +1, +1 };
infinitePlane->SetTuple(0, corner1);
infinitePlane->SetTuple(1, corner2);
infinitePlane->SetTuple(2, corner3);
infinitePlane->SetTuple(3, corner4);
vtkOpenGLRenderWindow* renWin = vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());
vtkOpenGLVertexBufferObjectCache* cache = renWin->GetVBOCache();
this->VBOs->CacheDataArray("vertexMC", infinitePlane, cache, VTK_FLOAT);
this->VBOs->BuildAllVBOs(cache);
vtkOpenGLCheckErrorMacro("failed after BuildBufferObjects");
this->VBOBuildTime.Modified();
}
//-----------------------------------------------------------------------------
double* vtkF3DOpenGLGridMapper::GetBounds()
{
this->Bounds[0] = this->Bounds[2] = this->Bounds[4] = -this->FadeDistance;
this->Bounds[1] = this->Bounds[3] = this->Bounds[5] = +this->FadeDistance;
return this->Bounds;
}
//-----------------------------------------------------------------------------
void vtkF3DOpenGLGridMapper::RenderPiece(vtkRenderer* ren, vtkActor* actor)
{
// Update/build/etc the shader.
this->UpdateBufferObjects(ren, actor);
this->UpdateShaders(this->Primitives[PrimitivePoints], ren, actor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
//-----------------------------------------------------------------------------
bool vtkF3DOpenGLGridMapper::GetNeedToRebuildShaders(
vtkOpenGLHelper& cellBO, vtkRenderer* vtkNotUsed(ren), vtkActor* act)
{
// Complete GetRenderPassStageMTime needs in
// https://gitlab.kitware.com/vtk/vtk/-/merge_requests/7933
#if VTK_VERSION_NUMBER >= VTK_VERSION_CHECK(9, 0, 20210506)
vtkMTimeType renderPassMTime = this->GetRenderPassStageMTime(act, &cellBO);
#else
vtkMTimeType renderPassMTime = this->GetRenderPassStageMTime(act);
#endif
return cellBO.Program == nullptr || cellBO.ShaderSourceTime < renderPassMTime;
}