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vtkOpenGLContextDevice2DPrivate.h
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vtkOpenGLContextDevice2DPrivate.h
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLContextDevice2DPrivate.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 vtkOpenGL2ContextDevice2DPrivate
* @brief Private class with storage and
* utility functions for the vtkOpenGLContextDevice2D.
*
*
* This class is for internal use only, it should not be included from anything
* outside of the vtkCharts kit. It provides a shared private class that can be
* used by vtkOpenGLContextDevice2D and derived classes.
*
* @warning
* Internal use only.
*
* @sa
* vtkOpenGLContextDevice2D vtkOpenGL2ContextDevice2D
*/
#ifndef vtkOpenGLContextDevice2DPrivate_h
#define vtkOpenGLContextDevice2DPrivate_h
#include "vtkOpenGLContextDevice2D.h"
#include "vtkAbstractMapper.h"
#include "vtkCellIterator.h"
#include "vtkColor.h"
#include "vtkFreeTypeTools.h"
#include "vtkGenericCell.h"
#include "vtkStdString.h"
#include "vtkTextProperty.h"
#include "vtkTextRenderer.h"
#include "vtkTexture.h"
#include "vtkUnicodeString.h"
#include "vtkUnsignedCharArray.h"
#include <algorithm>
#include <list>
#include <utility>
// .NAME vtkTextureImageCache - store vtkTexture and vtkImageData identified by
// a unique key.
// .SECTION Description
// Creating and initializing a texture can be time consuming,
// vtkTextureImageCache offers the ability to reuse them as much as possible.
template <class Key>
class vtkTextureImageCache
{
public:
struct CacheData
{
vtkSmartPointer<vtkImageData> ImageData;
vtkSmartPointer<vtkTexture> Texture;
// Use to generate texture coordinates. Computing this is as expensive as
// rendering the texture, so we cache it.
vtkTextRenderer::Metrics Metrics;
};
///@{
/**
* CacheElement associates a unique key to some cache.
*/
struct CacheElement : public std::pair<Key, CacheData>
{
// Default constructor
CacheElement()
: std::pair<Key, CacheData>(Key(), CacheData())
{
}
// Construct a partial CacheElement with no CacheData
// This can be used for temporary CacheElement used to search a given
// key into the cache list.
CacheElement(const Key& key)
: std::pair<Key, CacheData>(key, CacheData())
{
}
// Standard constructor of CacheElement
CacheElement(const Key& key, const CacheData& cacheData)
: std::pair<Key, CacheData>(key, cacheData)
{
}
// Operator tuned to be used when searching into the cache list using
// std::find()
bool operator==(const CacheElement& other) const
{
// Here we cheat and make the comparison only on the key, this allows
// us to use std::find() to search for a given key.
return this->first == other.first;
}
};
///@}
/**
* Construct a texture image cache with a maximum number of texture of 50.
*/
vtkTextureImageCache() { this->MaxSize = 50; }
/**
* Search the cache list to see if a given key already exists. Returns true
* if the key is found, false otherwise.
*/
bool IsKeyInCache(const Key& key) const
{
return std::find(this->Cache.begin(), this->Cache.end(), key) != this->Cache.end();
}
/**
* Return the cache associated to a key. If the key doesn't exist yet in the
* cache list, create a new cache.
* The returned cache is moved at the beginning of the cache list for faster
* search next time. The most use cache is faster to be searched.
*/
CacheData& GetCacheData(const Key& key);
///@{
/**
* Release all the OpenGL Pixel Buffer Object(PBO) associated with the
* textures of the cache list.
*/
void ReleaseGraphicsResources(vtkWindow* window)
{
typename std::list<CacheElement>::iterator it;
for (it = this->Cache.begin(); it != this->Cache.end(); ++it)
{
it->second.Texture->ReleaseGraphicsResources(window);
}
}
///@}
protected:
///@{
/**
* Add a new cache entry into the cache list. Enforce the MaxSize size of the
* list by removing the least used cache if needed.
*/
CacheData& AddCacheData(const Key& key, const CacheData& cacheData)
{
assert(!this->IsKeyInCache(key));
if (this->Cache.size() >= this->MaxSize)
{
this->Cache.pop_back();
}
this->Cache.push_front(CacheElement(key, cacheData));
return this->Cache.begin()->second;
}
///@}
/**
* List of a pair of key and cache data.
*/
std::list<CacheElement> Cache;
///@{
/**
* Maximum size the cache list can be.
*/
size_t MaxSize;
///@}
};
template <class Key>
typename vtkTextureImageCache<Key>::CacheData& vtkTextureImageCache<Key>::GetCacheData(
const Key& key)
{
typename std::list<CacheElement>::iterator it =
std::find(this->Cache.begin(), this->Cache.end(), CacheElement(key));
if (it != this->Cache.end())
{
return it->second;
}
CacheData cacheData;
cacheData.ImageData = vtkSmartPointer<vtkImageData>::New();
cacheData.Texture = vtkSmartPointer<vtkTexture>::New();
cacheData.Texture->SetInputData(cacheData.ImageData);
return this->AddCacheData(key, cacheData);
}
// .NAME TextPropertyKey - unique key for a vtkTextProperty and text
// .SECTION Description
// Uniquely describe a pair of vtkTextProperty and text.
template <class StringType>
struct TextPropertyKey
{
///@{
/**
* Transform a text property into an unsigned long
*/
static vtkTypeUInt32 GetIdFromTextProperty(vtkTextProperty* tprop)
{
size_t id;
vtkFreeTypeTools* ftt = vtkFreeTypeTools::GetInstance();
ftt->MapTextPropertyToId(tprop, &id);
// The hash is really a uint32 that gets cast to a size_t in
// MapTextPropertyToId, so this possible truncation is safe.
// Yay legacy APIs.
vtkTypeUInt32 hash = static_cast<vtkTypeUInt32>(id);
// Ensure that the above implementation assumption still holds. If it
// doesn't we'll need to rework this cache class a bit.
assert("Hash is really a uint32" && static_cast<size_t>(hash) == id);
// Since we cache the text metrics (which includes orientation and alignment
// info), we'll need to store the alignment options, since
// MapTextPropertyToId intentionally ignores these:
int tmp = tprop->GetJustification();
hash = vtkFreeTypeTools::HashBuffer(&tmp, sizeof(int), hash);
tmp = tprop->GetVerticalJustification();
hash = vtkFreeTypeTools::HashBuffer(&tmp, sizeof(int), hash);
return hash;
}
///@}
///@{
/**
* Creates a TextPropertyKey.
*/
TextPropertyKey(vtkTextProperty* textProperty, const StringType& text, int dpi)
{
this->TextPropertyId = GetIdFromTextProperty(textProperty);
this->FontSize = textProperty->GetFontSize();
double color[3];
textProperty->GetColor(color);
this->Color.Set(static_cast<unsigned char>(color[0] * 255),
static_cast<unsigned char>(color[1] * 255), static_cast<unsigned char>(color[2] * 255),
static_cast<unsigned char>(textProperty->GetOpacity() * 255));
this->Text = text;
this->DPI = dpi;
}
///@}
/**
* Compares two TextPropertyKeys with each other. Returns true if they are
* identical: same text and text property
*/
bool operator==(const TextPropertyKey& other) const
{
return this->TextPropertyId == other.TextPropertyId && this->FontSize == other.FontSize &&
this->Text == other.Text && this->Color[0] == other.Color[0] &&
this->Color[1] == other.Color[1] && this->Color[2] == other.Color[2] &&
this->Color[3] == other.Color[3] && this->DPI == other.DPI;
}
unsigned short FontSize;
vtkColor4ub Color;
// States in the function not to use more than 32 bits - int works fine here.
vtkTypeUInt32 TextPropertyId;
StringType Text;
int DPI;
};
typedef TextPropertyKey<vtkStdString> UTF8TextPropertyKey;
typedef TextPropertyKey<vtkUnicodeString> UTF16TextPropertyKey;
class vtkOpenGLContextDevice2D::Private
{
public:
Private()
{
this->Texture = nullptr;
this->TextureProperties = vtkContextDevice2D::Linear | vtkContextDevice2D::Stretch;
this->SpriteTexture = nullptr;
this->SavedDepthTest = GL_TRUE;
this->SavedStencilTest = GL_TRUE;
this->SavedBlend = GL_TRUE;
this->SavedDrawBuffer = 0;
this->SavedClearColor[0] = this->SavedClearColor[1] = this->SavedClearColor[2] =
this->SavedClearColor[3] = 0.0f;
this->TextCounter = 0;
this->GLExtensionsLoaded = true;
this->GLSL = true;
this->PowerOfTwoTextures = false;
}
~Private()
{
if (this->Texture)
{
this->Texture->Delete();
this->Texture = nullptr;
}
if (this->SpriteTexture)
{
this->SpriteTexture->Delete();
this->SpriteTexture = nullptr;
}
}
void SaveGLState(vtkOpenGLState* ostate, bool colorBuffer = false)
{
this->SavedDepthTest = ostate->GetEnumState(GL_DEPTH_TEST);
if (colorBuffer)
{
this->SavedStencilTest = ostate->GetEnumState(GL_STENCIL_TEST);
this->SavedBlend = ostate->GetEnumState(GL_BLEND);
ostate->vtkglGetFloatv(GL_COLOR_CLEAR_VALUE, this->SavedClearColor);
ostate->vtkglGetIntegerv(GL_DRAW_BUFFER, &this->SavedDrawBuffer);
}
}
void RestoreGLState(vtkOpenGLState* ostate, bool colorBuffer = false)
{
ostate->SetEnumState(GL_DEPTH_TEST, this->SavedDepthTest);
if (colorBuffer)
{
ostate->SetEnumState(GL_STENCIL_TEST, this->SavedStencilTest);
ostate->SetEnumState(GL_BLEND, this->SavedBlend);
if (this->SavedDrawBuffer != GL_BACK_LEFT)
{
const GLenum bufs[1] = { static_cast<GLenum>(this->SavedDrawBuffer) };
::glDrawBuffers(1, bufs);
}
ostate->vtkglClearColor(this->SavedClearColor[0], this->SavedClearColor[1],
this->SavedClearColor[2], this->SavedClearColor[3]);
}
}
float* TexCoords(float* f, int n)
{
float* texCoord = new float[2 * n];
float minX = f[0];
float minY = f[1];
float maxX = f[0];
float maxY = f[1];
float* fptr = f;
for (int i = 0; i < n; ++i)
{
minX = fptr[0] < minX ? fptr[0] : minX;
maxX = fptr[0] > maxX ? fptr[0] : maxX;
minY = fptr[1] < minY ? fptr[1] : minY;
maxY = fptr[1] > maxY ? fptr[1] : maxY;
fptr += 2;
}
fptr = f;
if (this->TextureProperties & vtkContextDevice2D::Repeat)
{
const double* textureBounds = this->Texture->GetInput()->GetBounds();
float rangeX =
(textureBounds[1] - textureBounds[0]) ? textureBounds[1] - textureBounds[0] : 1.;
float rangeY =
(textureBounds[3] - textureBounds[2]) ? textureBounds[3] - textureBounds[2] : 1.;
for (int i = 0; i < n; ++i)
{
texCoord[i * 2] = (fptr[0] - minX) / rangeX;
texCoord[i * 2 + 1] = (fptr[1] - minY) / rangeY;
fptr += 2;
}
}
else // this->TextureProperties & vtkContextDevice2D::Stretch
{
float rangeX = (maxX - minX) ? maxX - minX : 1.f;
float rangeY = (maxY - minY) ? maxY - minY : 1.f;
for (int i = 0; i < n; ++i)
{
texCoord[i * 2] = (fptr[0] - minX) / rangeX;
texCoord[i * 2 + 1] = (fptr[1] - minY) / rangeY;
fptr += 2;
}
}
return texCoord;
}
vtkVector2i FindPowerOfTwo(const vtkVector2i& size)
{
vtkVector2i pow2(1, 1);
for (int i = 0; i < 2; ++i)
{
while (pow2[i] < size[i])
{
pow2[i] *= 2;
}
}
return pow2;
}
GLuint TextureFromImage(vtkImageData* image, vtkVector2f& texCoords)
{
if (image->GetScalarType() != VTK_UNSIGNED_CHAR)
{
vtkGenericWarningMacro("Invalid image format: expected unsigned char.");
return 0;
}
int bytesPerPixel = image->GetNumberOfScalarComponents();
int size[3];
image->GetDimensions(size);
vtkVector2i newImg = this->FindPowerOfTwo(vtkVector2i(size[0], size[1]));
for (int i = 0; i < 2; ++i)
{
texCoords[i] = size[i] / float(newImg[i]);
}
unsigned char* dataPtr = new unsigned char[newImg[0] * newImg[1] * bytesPerPixel];
unsigned char* origPtr = static_cast<unsigned char*>(image->GetScalarPointer());
for (int i = 0; i < newImg[0]; ++i)
{
for (int j = 0; j < newImg[1]; ++j)
{
for (int k = 0; k < bytesPerPixel; ++k)
{
if (i < size[0] && j < size[1])
{
dataPtr[i * bytesPerPixel + j * newImg[0] * bytesPerPixel + k] =
origPtr[i * bytesPerPixel + j * size[0] * bytesPerPixel + k];
}
else
{
dataPtr[i * bytesPerPixel + j * newImg[0] * bytesPerPixel + k] = k == 3 ? 0 : 255;
}
}
}
}
GLuint tmpIndex(0);
GLint glFormat = bytesPerPixel == 3 ? GL_RGB : GL_RGBA;
GLint glInternalFormat = bytesPerPixel == 3 ? GL_RGB8 : GL_RGBA8;
glGenTextures(1, &tmpIndex);
glBindTexture(GL_TEXTURE_2D, tmpIndex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, newImg[0], newImg[1], 0, glFormat,
GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(dataPtr));
delete[] dataPtr;
return tmpIndex;
}
GLuint TextureFromImage(vtkImageData* image)
{
if (image->GetScalarType() != VTK_UNSIGNED_CHAR)
{
cout << "Error = not an unsigned char..." << endl;
return 0;
}
int bytesPerPixel = image->GetNumberOfScalarComponents();
int size[3];
image->GetDimensions(size);
unsigned char* dataPtr = static_cast<unsigned char*>(image->GetScalarPointer());
GLuint tmpIndex(0);
GLint glFormat = bytesPerPixel == 3 ? GL_RGB : GL_RGBA;
GLint glInternalFormat = bytesPerPixel == 3 ? GL_RGB8 : GL_RGBA8;
glGenTextures(1, &tmpIndex);
glBindTexture(GL_TEXTURE_2D, tmpIndex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, size[0], size[1], 0, glFormat,
GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(dataPtr));
return tmpIndex;
}
vtkTexture* Texture;
unsigned int TextureProperties;
vtkTexture* SpriteTexture;
// Store the previous GL state so that we can restore it when complete
bool SavedDepthTest;
bool SavedStencilTest;
bool SavedBlend;
GLint SavedDrawBuffer;
GLfloat SavedClearColor[4];
int TextCounter;
vtkVector2i Dim;
vtkVector2i Offset;
bool GLExtensionsLoaded;
bool GLSL;
bool PowerOfTwoTextures;
///@{
/**
* Cache for text images. Generating texture for strings is expensive,
* we cache the textures here for a faster reuse.
*/
mutable vtkTextureImageCache<UTF16TextPropertyKey> TextTextureCache;
mutable vtkTextureImageCache<UTF8TextPropertyKey> MathTextTextureCache;
///@}
};
///////////////////////////////////////////////////////////////////////////////////
/**
* @class vtkOpenGL2ContextDevice2DCellArrayHelper
* @brief Private class with storage and utility functions for the
* vtkOpenGLContextDevice2D.
*
* This class is for internal use only, it should not be included from anything
* outside of the vtkCharts kit. It provides a shared private class that can be
* used by vtkOpenGLContextDevice2D and derived classes.
*
* The helper class is used to directly render each of the vtkCellArray instances
* contained in a vtkPolyData object instance without the use of an external mapper.
*
* @warning Currently only renders two types of vtkPolyData primitives; Lines and
* Polygons.
*
* @warning Internal use only.
*
* @sa vtkOpenGL2ContextDevice2D
*/
class vtkOpenGLContextDevice2D::CellArrayHelper
{
public:
enum CellType
{
LINE = 1,
POLYGON
// TRIANGLE_STRIPS
};
CellArrayHelper(vtkOpenGLContextDevice2D* device)
: Device(device)
, Points(nullptr)
, PointIds(nullptr)
, Colors(nullptr)
, NumPointsCell(0)
{
this->cache = new PolyDataCache();
};
~CellArrayHelper() { delete this->cache; }
/**
* Draw primitives as specified by cellType.
*/
void Draw(int cellType, vtkPolyData* polyData, vtkPoints* points, float x, float y, float scale,
int scalarMode, vtkUnsignedCharArray* colors = nullptr)
{
this->Points = points;
this->Colors = colors;
this->CellColors->SetNumberOfComponents(colors->GetNumberOfComponents());
switch (cellType)
{
case LINE:
this->DrawLines(polyData, scalarMode, x, y, scale);
break;
case POLYGON:
this->DrawPolygons(polyData, scalarMode, x, y, scale);
break;
}
};
void HandleEndFrame() { this->cache->SwapCaches(); }
private:
CellArrayHelper(const CellArrayHelper&) = delete;
void operator=(const CellArrayHelper&) = delete;
struct PolyDataCacheItem
{
// Each polydata may have lines as well as polys which must be cached
// separately
std::vector<float> PolyTri;
vtkSmartPointer<vtkUnsignedCharArray> PolyColors;
vtkTimeStamp PolygonsLoadingTime;
std::vector<float> Lines;
vtkSmartPointer<vtkUnsignedCharArray> LineColors;
vtkTimeStamp LinesLoadingTime;
};
struct PolyDataCache
{
~PolyDataCache()
{
std::map<vtkPolyData*, PolyDataCacheItem*>::iterator itPrev = this->PrevFrameCache.begin();
for (; itPrev != this->PrevFrameCache.end(); ++itPrev)
{
delete itPrev->second;
}
std::map<vtkPolyData*, PolyDataCacheItem*>::iterator it = this->CurrentFrameCache.begin();
for (; it != this->CurrentFrameCache.end(); ++it)
{
delete it->second;
}
}
PolyDataCacheItem* GetCacheEntry(vtkPolyData* key)
{
PolyDataCacheItem* cacheItem = this->CurrentFrameCache[key];
if (cacheItem == nullptr)
{
cacheItem = this->PrevFrameCache[key];
if (cacheItem == nullptr)
{
cacheItem = new PolyDataCacheItem();
cacheItem->PolyColors = vtkSmartPointer<vtkUnsignedCharArray>::New();
cacheItem->LineColors = vtkSmartPointer<vtkUnsignedCharArray>::New();
}
else
{
// Move the item to the current frame, since we were asked for it
this->PrevFrameCache.erase(key);
}
// Add the cache item to the current frame's cache
this->CurrentFrameCache[key] = cacheItem;
}
return cacheItem;
}
void SwapCaches()
{
// Delete any objects stored in the previous frame's cache, as
// if they had been used in this frame, we would have moved them
// into the current frame cache already.
std::map<vtkPolyData*, PolyDataCacheItem*>::iterator itPrev = this->PrevFrameCache.begin();
for (; itPrev != this->PrevFrameCache.end(); ++itPrev)
{
delete itPrev->second;
}
// Clear the entries in the previous frame's cache
this->PrevFrameCache.clear();
// Now swap the caches
std::swap(this->PrevFrameCache, this->CurrentFrameCache);
}
// Last two frames worth of cached polygon/line primitives for each drawn
// polydata.
std::map<vtkPolyData*, PolyDataCacheItem*> PrevFrameCache;
std::map<vtkPolyData*, PolyDataCacheItem*> CurrentFrameCache;
};
/**
* Cache points and colors of the current cell in arrays.
*/
void MapCurrentCell(
float const posX, float const posY, float const scale, vtkIdType cellId, int scalarMode)
{
this->CellPoints.reserve(this->NumPointsCell * 2); /* 2 components */
this->CellColors->SetNumberOfTuples(this->NumPointsCell); /* RGBA */
for (int i = 0; i < this->NumPointsCell; i++)
{
double point[3];
this->Points->GetPoint(this->PointIds[i], point);
// Only 2D meshes are supported
float const x = static_cast<float>(point[0]) + posX;
float const y = static_cast<float>(point[1]) + posY;
this->CellPoints.push_back(x * scale);
this->CellPoints.push_back(y * scale);
// Grab specific point / cell colors
vtkIdType mappedColorId = VTK_SCALAR_MODE_USE_POINT_DATA;
switch (scalarMode)
{
case VTK_SCALAR_MODE_USE_POINT_DATA:
mappedColorId = this->PointIds[i];
break;
case VTK_SCALAR_MODE_USE_CELL_DATA:
mappedColorId = cellId;
break;
default:
std::cerr << "Scalar mode not supported!" << std::endl;
break;
}
this->CellColors->SetTuple(i, mappedColorId, this->Colors);
}
};
/**
* Batch all of the line primitives in an array and draw them using
* ContextDevice2D::DrawLines. The batched array is cached and only reloaded if
* the vtkCellArray has changed.
*/
void DrawLines(
vtkPolyData* polyData, int scalarMode, float const x, float const y, float const scale)
{
PolyDataCacheItem* cacheItem = this->cache->GetCacheEntry(polyData);
if (polyData->GetMTime() > cacheItem->LinesLoadingTime)
{
vtkNew<vtkGenericCell> genericCell;
cacheItem->Lines.clear();
cacheItem->LineColors->Reset();
// Pre-allocate batched array
vtkIdType const numVertices = polyData->GetNumberOfCells() * 2; // points/line
cacheItem->Lines.reserve(numVertices * 2); // components
cacheItem->LineColors->SetNumberOfComponents(this->Colors->GetNumberOfComponents());
cacheItem->LineColors->SetNumberOfTuples(numVertices);
vtkIdType cellId = 0;
vtkIdType vertOffset = 0;
vtkCellIterator* cellIter = nullptr;
for (cellIter = polyData->NewCellIterator(); !cellIter->IsDoneWithTraversal();
cellIter->GoToNextCell(), cellId++)
{
polyData->GetCell(cellIter->GetCellId(), genericCell);
if (genericCell->GetCellType() == VTK_LINE || genericCell->GetCellType() == VTK_POLY_LINE)
{
vtkIdType actualNumPointsCell = genericCell->GetNumberOfPoints();
for (int i = 0; i < actualNumPointsCell - 1; ++i)
{
this->NumPointsCell = 2;
this->PointIds = genericCell->GetPointIds()->GetPointer(i);
this->MapCurrentCell(x, y, scale, cellId, scalarMode);
// Accumulate the current cell in the batched array
for (int j = 0; j < this->NumPointsCell; j++)
{
cacheItem->Lines.push_back(this->CellPoints[2 * j]);
cacheItem->Lines.push_back(this->CellPoints[2 * j + 1]);
double* color4 = this->CellColors->GetTuple(j);
cacheItem->LineColors->InsertTuple4(
vertOffset + j, color4[0], color4[1], color4[2], color4[3]);
}
vertOffset += this->NumPointsCell;
this->CellColors->Reset();
this->CellPoints.clear();
}
}
}
cacheItem->LinesLoadingTime.Modified();
cellIter->Delete();
}
if (!cacheItem->Lines.empty())
{
this->Device->DrawLines(&cacheItem->Lines[0], static_cast<int>(cacheItem->Lines.size() / 2),
static_cast<unsigned char*>(cacheItem->LineColors->GetVoidPointer(0)),
cacheItem->LineColors->GetNumberOfComponents());
}
};
/**
* Pre-computes the total number of polygon vertices after converted into triangles.
* vertices to pre-allocate the batch arrays.
*/
vtkIdType GetCountTriangleVertices(vtkPolyData* polyData)
{
vtkIdType cellId = 0;
vtkIdType numTriVert = 0;
vtkNew<vtkGenericCell> genericCell;
vtkCellIterator* cellIter = nullptr;
for (cellIter = polyData->NewCellIterator(); !cellIter->IsDoneWithTraversal();
cellIter->GoToNextCell(), cellId++)
{
polyData->GetCell(cellIter->GetCellId(), genericCell);
this->NumPointsCell = genericCell->GetNumberOfPoints();
this->PointIds = genericCell->GetPointIds()->GetPointer(0);
numTriVert += 3 * (this->NumPointsCell - 2);
}
cellIter->Delete();
return numTriVert;
};
/**
* Convert all of the polygon primitives into triangles and draw them as a batch using
* ContextDevice2D::DrawTriangles. The batched array is cached and only reloaded if
* the vtkCellArray has changed.
*/
void DrawPolygons(
vtkPolyData* polyData, int scalarMode, float const x, float const y, float const scale)
{
PolyDataCacheItem* cacheItem = this->cache->GetCacheEntry(polyData);
if (polyData->GetMTime() > cacheItem->PolygonsLoadingTime)
{
cacheItem->PolyTri.clear();
cacheItem->PolyColors->Reset();
// Pre-allocate batched array
vtkIdType const totalTriVert = this->GetCountTriangleVertices(polyData);
cacheItem->PolyTri.reserve(totalTriVert * 2); // components
cacheItem->PolyColors->SetNumberOfComponents(this->Colors->GetNumberOfComponents());
cacheItem->PolyColors->SetNumberOfTuples(totalTriVert);
// Traverse polygons and convert to triangles
vtkIdType cellId = 0;
vtkIdType vertOffset = 0;
cacheItem->PolyColors->SetNumberOfComponents(this->Colors->GetNumberOfComponents());
vtkNew<vtkGenericCell> genericCell;
vtkCellIterator* cellIter = nullptr;
for (cellIter = polyData->NewCellIterator(); !cellIter->IsDoneWithTraversal();
cellIter->GoToNextCell(), cellId++)
{
polyData->GetCell(cellIter->GetCellId(), genericCell);
if (genericCell->GetCellType() == VTK_TRIANGLE || genericCell->GetCellType() == VTK_QUAD ||
genericCell->GetCellType() == VTK_POLYGON)
{
this->NumPointsCell = genericCell->GetNumberOfPoints();
this->PointIds = genericCell->GetPointIds()->GetPointer(0);
this->MapCurrentCell(x, y, scale, cellId, scalarMode);
// Convert current cell (polygon) to triangles
for (int i = 0; i < this->NumPointsCell - 2; i++)
{
cacheItem->PolyTri.push_back(this->CellPoints[0]);
cacheItem->PolyTri.push_back(this->CellPoints[1]);
cacheItem->PolyTri.push_back(this->CellPoints[i * 2 + 2]);
cacheItem->PolyTri.push_back(this->CellPoints[i * 2 + 3]);
cacheItem->PolyTri.push_back(this->CellPoints[i * 2 + 4]);
cacheItem->PolyTri.push_back(this->CellPoints[i * 2 + 5]);
// Insert triangle vertex color
vtkIdType const triangOffset = vertOffset + 3 * i;
double* color4 = this->CellColors->GetTuple(0);
cacheItem->PolyColors->InsertTuple4(
triangOffset, color4[0], color4[1], color4[2], color4[3]);
color4 = this->CellColors->GetTuple(i + 1);
cacheItem->PolyColors->InsertTuple4(
triangOffset + 1, color4[0], color4[1], color4[2], color4[3]);
color4 = this->CellColors->GetTuple(i + 2);
cacheItem->PolyColors->InsertTuple4(
triangOffset + 2, color4[0], color4[1], color4[2], color4[3]);
}
vertOffset += 3 * (this->NumPointsCell - 2); // Triangle verts current cell
this->CellColors->Reset();
this->CellPoints.clear();
}
}
cacheItem->PolygonsLoadingTime.Modified();
cellIter->Delete();
}
if (!cacheItem->PolyTri.empty())
{
this->Device->CoreDrawTriangles(cacheItem->PolyTri,
static_cast<unsigned char*>(cacheItem->PolyColors->GetVoidPointer(0)), 4);
}
};
vtkOpenGLContextDevice2D* Device;
vtkPoints* Points;
vtkIdType* PointIds;
vtkUnsignedCharArray* Colors;
///@{
/**
* Current vtkPolyData cell.
*/
vtkIdType NumPointsCell;
std::vector<float> CellPoints;
vtkNew<vtkUnsignedCharArray> CellColors;
///@}
PolyDataCache* cache;
};
#endif // VTKOPENGLCONTEXTDEVICE2DPRIVATE_H
// VTK-HeaderTest-Exclude: vtkOpenGLContextDevice2DPrivate.h