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vtkDepthImageProcessingPass.cxx
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vtkDepthImageProcessingPass.cxx
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/*=========================================================================
Program: ParaView
Module: vtkDepthImageProcessingPass.cxx
Copyright (c) Sandia Corporation, Kitware Inc.
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.
=========================================================================*/
/*----------------------------------------------------------------------
Acknowledgement:
This algorithm is the result of joint work by Electricité de France,
CNRS, Collège de France and Université J. Fourier as part of the
Ph.D. thesis of Christian BOUCHENY.
------------------------------------------------------------------------*/
#include "vtkDepthImageProcessingPass.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLFramebufferObject.h"
#include "vtkOpenGLRenderUtilities.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkRenderState.h"
#include "vtkRenderer.h"
#include "vtkTextureObject.h"
#include <cassert>
#include "vtkCamera.h"
#include "vtkMath.h"
#include "vtkPixelBufferObject.h"
//------------------------------------------------------------------------------
vtkDepthImageProcessingPass::vtkDepthImageProcessingPass()
{
this->Origin[0] = 0;
this->Origin[1] = 0;
this->Width = 0;
this->Height = 0;
this->W = 0;
this->H = 0;
this->ExtraPixels = 0;
}
//------------------------------------------------------------------------------
vtkDepthImageProcessingPass::~vtkDepthImageProcessingPass() = default;
//------------------------------------------------------------------------------
void vtkDepthImageProcessingPass::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
}
//------------------------------------------------------------------------------
// Description:
// Render delegate with a image of different dimensions than the
// original one.
// \pre s_exists: s!=0
// \pre fbo_exists: fbo!=0
// \pre fbo_has_context: fbo->GetContext()!=0
// \pre target_exists: target!=0
// \pre target_has_context: target->GetContext()!=0
void vtkDepthImageProcessingPass::RenderDelegate(const vtkRenderState* s, int width, int height,
int newWidth, int newHeight, vtkOpenGLFramebufferObject* fbo, vtkTextureObject* colortarget,
vtkTextureObject* depthtarget)
{
assert("pre: s_exists" && s != nullptr);
assert("pre: fbo_exists" && fbo != nullptr);
assert("pre: fbo_has_context" && fbo->GetContext() != nullptr);
assert("pre: colortarget_exists" && colortarget != nullptr);
assert("pre: colortarget_has_context" && colortarget->GetContext() != nullptr);
assert("pre: depthtarget_exists" && depthtarget != nullptr);
assert("pre: depthtarget_has_context" && depthtarget->GetContext() != nullptr);
vtkRenderer* r = s->GetRenderer();
vtkRenderState s2(r);
s2.SetPropArrayAndCount(s->GetPropArray(), s->GetPropArrayCount());
// Adapt camera to new window size
vtkCamera* savedCamera = r->GetActiveCamera();
savedCamera->Register(this);
vtkCamera* newCamera = vtkCamera::New();
newCamera->DeepCopy(savedCamera);
r->SetActiveCamera(newCamera);
if (newCamera->GetParallelProjection())
{
newCamera->SetParallelScale(
newCamera->GetParallelScale() * newHeight / static_cast<double>(height));
}
else
{
double large;
double small;
if (newCamera->GetUseHorizontalViewAngle())
{
large = newWidth;
small = width;
}
else
{
large = newHeight;
small = height;
}
double angle = vtkMath::RadiansFromDegrees(newCamera->GetViewAngle());
angle = 2.0 * atan(tan(angle / 2.0) * large / static_cast<double>(small));
newCamera->SetViewAngle(vtkMath::DegreesFromRadians(angle));
}
s2.SetFrameBuffer(fbo);
fbo->Bind();
fbo->AddColorAttachment(0, colortarget);
// because the same FBO can be used in another pass but with several color
// buffers, force this pass to use 1, to avoid side effects from the
// render of the previous frame.
fbo->ActivateDrawBuffer(0);
fbo->AddDepthAttachment(depthtarget);
fbo->StartNonOrtho(newWidth, newHeight);
// 2. Delegate render in FBO
// glEnable(GL_DEPTH_TEST);
vtkOpenGLRenderUtilities::MarkDebugEvent("Start vtkDepthImageProcessingPass delegate render");
this->DelegatePass->Render(&s2);
vtkOpenGLRenderUtilities::MarkDebugEvent("End vtkDepthImageProcessingPass delegate render");
this->NumberOfRenderedProps += this->DelegatePass->GetNumberOfRenderedProps();
newCamera->Delete();
r->SetActiveCamera(savedCamera);
savedCamera->UnRegister(this);
}
//------------------------------------------------------------------------------
// Description:
// Read window size from parent
// \pre s_exists: s!=0
//
void vtkDepthImageProcessingPass::ReadWindowSize(const vtkRenderState* s)
{
assert("pre: s_exists" && s != nullptr);
vtkOpenGLFramebufferObject* fbo = vtkOpenGLFramebufferObject::SafeDownCast(s->GetFrameBuffer());
vtkRenderer* r = s->GetRenderer();
if (fbo == nullptr)
{
r->GetTiledSizeAndOrigin(&this->Width, &this->Height, &this->Origin[0], &this->Origin[1]);
}
else
{
int size[2];
fbo->GetLastSize(size);
this->Origin[0] = 0;
this->Origin[1] = 0;
this->Width = size[0];
this->Height = size[1];
}
}