/usr/include/vtk-7.1/vtkOpenGLPolyDataMapper.h is in libvtk7-dev 7.1.1+dfsg1-2.
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Program: Visualization Toolkit
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 vtkOpenGLPolyDataMapper
* @brief PolyDataMapper using OpenGL to render.
*
* PolyDataMapper that uses a OpenGL to do the actual rendering.
*/
#ifndef vtkOpenGLPolyDataMapper_h
#define vtkOpenGLPolyDataMapper_h
#include "vtkNew.h" // For vtkNew
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkNew.h" // for ivars
#include "vtkPolyDataMapper.h"
#include "vtkShader.h" // for methods
#include "vtkOpenGLHelper.h" // used for ivars
#include <vector> //for ivars
#include <map> //for methods
class vtkCellArray;
class vtkMatrix4x4;
class vtkMatrix3x3;
class vtkOpenGLTexture;
class vtkOpenGLBufferObject;
class vtkOpenGLVertexBufferObject;
class vtkTextureObject;
class vtkTransform;
class vtkGenericOpenGLResourceFreeCallback;
class vtkValuePassHelper;
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLPolyDataMapper : public vtkPolyDataMapper
{
public:
static vtkOpenGLPolyDataMapper* New();
vtkTypeMacro(vtkOpenGLPolyDataMapper, vtkPolyDataMapper)
void PrintSelf(ostream& os, vtkIndent indent);
/**
* Implemented by sub classes. Actual rendering is done here.
*/
virtual void RenderPiece(vtkRenderer *ren, vtkActor *act);
//@{
/**
* Implemented by sub classes. Actual rendering is done here.
*/
virtual void RenderPieceStart(vtkRenderer *ren, vtkActor *act);
virtual void RenderPieceDraw(vtkRenderer *ren, vtkActor *act);
virtual void RenderPieceFinish(vtkRenderer *ren, vtkActor *act);
virtual void RenderEdges(vtkRenderer *ren, vtkActor *act);
//@}
/**
* 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 *);
vtkGetMacro(PopulateSelectionSettings,int);
void SetPopulateSelectionSettings(int v) { this->PopulateSelectionSettings = v; };
/**
* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
* DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
* Used by vtkHardwareSelector to determine if the prop supports hardware
* selection.
*/
virtual bool GetSupportsSelection() { return true; }
/**
* Returns if the mapper does not expect to have translucent geometry. This
* may happen when using ScalarMode is set to not map scalars i.e. render the
* scalar array directly as colors and the scalar array has opacity i.e. alpha
* component. Note that even if this method returns true, an actor may treat
* the geometry as translucent since a constant translucency is set on the
* property, for example.
* Overridden to use the actual data and ScalarMode to determine if we have
* opaque geometry.
*/
virtual bool GetIsOpaque();
// used by RenderPiece and functions it calls to reduce
// calls to get the input and allow for rendering of
// other polydata (not the input)
vtkPolyData *CurrentInput;
//@{
/**
* By default, this class uses the dataset's point and cell ids during
* rendering. However, one can override those by specifying cell and point
* data arrays to use instead. Currently, only vtkIdType array is supported.
* Set to NULL string (default) to use the point ids instead.
*/
vtkSetStringMacro(PointIdArrayName);
vtkGetStringMacro(PointIdArrayName);
vtkSetStringMacro(CellIdArrayName);
vtkGetStringMacro(CellIdArrayName);
//@}
//@{
/**
* If this class should override the process id using a data-array,
* set this variable to the name of the array to use. It must be a
* point-array.
*/
vtkSetStringMacro(ProcessIdArrayName);
vtkGetStringMacro(ProcessIdArrayName);
//@}
//@{
/**
* Generally, this class can render the composite id when iterating
* over composite datasets. However in some cases (as in AMR), the rendered
* structure may not correspond to the input data, in which case we need
* to provide a cell array that can be used to render in the composite id in
* selection passes. Set to NULL (default) to not override the composite id
* color set by vtkCompositePainter if any.
* The array *MUST* be a cell array and of type vtkUnsignedIntArray.
*/
vtkSetStringMacro(CompositeIdArrayName);
vtkGetStringMacro(CompositeIdArrayName);
//@}
//@{
/**
* This function enables you to apply your own substitutions
* to the shader creation process. The shader code in this class
* is created by applying a bunch of string replacements to a
* shader template. Using this function you can apply your
* own string replacements to add features you desire.
*/
void AddShaderReplacement(
vtkShader::Type shaderType, // vertex, fragment, etc
std::string originalValue,
bool replaceFirst, // do this replacement before the default
std::string replacementValue,
bool replaceAll);
void ClearShaderReplacement(
vtkShader::Type shaderType, // vertex, fragment, etc
std::string originalValue,
bool replaceFirst);
//@}
//@{
/**
* Allow the program to set the shader codes used directly
* instead of using the built in templates. Be aware, if
* set, this template will be used for all cases,
* primitive types, picking etc.
*/
vtkSetStringMacro(VertexShaderCode);
vtkGetStringMacro(VertexShaderCode);
vtkSetStringMacro(FragmentShaderCode);
vtkGetStringMacro(FragmentShaderCode);
vtkSetStringMacro(GeometryShaderCode);
vtkGetStringMacro(GeometryShaderCode);
//@}
// the following is all extra stuff to work around the
// fact that gl_PrimitiveID does not work correctly on
// Apple devices with AMD graphics hardware. See apple
// bug ID 20747550
static vtkPolyData *HandleAppleBug(
vtkPolyData *poly,
std::vector<float> &buffData);
/**
* Make a shallow copy of this mapper.
*/
void ShallowCopy(vtkAbstractMapper *m);
//@{
/**
* Override the normal test for the apple bug
*/
void ForceHaveAppleBugOff()
{
this->HaveAppleBugForce = 1;
this->Modified();
}
void ForceHaveAppleBugOn()
{
this->HaveAppleBugForce = 2;
this->Modified();
}
//@}
/**
* Get the value of HaveAppleBug
*/
bool GetHaveAppleBug() { return this->HaveAppleBug; }
/// Return the mapper's vertex buffer object.
vtkGetObjectMacro(VBO,vtkOpenGLVertexBufferObject);
/**\brief A convenience method for enabling/disabling
* the VBO's shift+scale transform.
*/
void SetVBOShiftScaleMethod(int m);
protected:
vtkOpenGLPolyDataMapper();
~vtkOpenGLPolyDataMapper();
vtkGenericOpenGLResourceFreeCallback *ResourceCallback;
// the following is all extra stuff to work around the
// fact that gl_PrimitiveID does not work correctly on
// Apple devices with AMD graphics hardware. See apple
// bug ID 20747550
bool HaveAppleBug;
int HaveAppleBugForce; // 0 = default 1 = 0ff 2 = on
std::vector<float> AppleBugPrimIDs;
vtkOpenGLBufferObject *AppleBugPrimIDBuffer;
/**
* helper function to get the appropriate coincident params
*/
void GetCoincidentParameters(
vtkRenderer *ren, vtkActor *actor, float &factor, float &offset);
/**
* Called in GetBounds(). When this method is called, the consider the input
* to be updated depending on whether this->Static is set or not. This method
* simply obtains the bounds from the data-object and returns it.
*/
virtual void ComputeBounds();
/**
* Make sure appropriate shaders are defined, compiled and bound. This method
* orchistrates the process, much of the work is done in other methods
*/
virtual void UpdateShaders(
vtkOpenGLHelper &cellBO, vtkRenderer *ren, vtkActor *act);
/**
* Does the shader source need to be recomputed
*/
virtual bool GetNeedToRebuildShaders(
vtkOpenGLHelper &cellBO, vtkRenderer *ren, vtkActor *act);
/**
* Build the shader source code, called by UpdateShader
*/
virtual void BuildShaders(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
/**
* Create the basic shaders before replacement
*/
virtual void GetShaderTemplate(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
/**
* Perform string replacments on the shader templates
*/
virtual void ReplaceShaderValues(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
//@{
/**
* Perform string replacments on the shader templates, called from
* ReplaceShaderValues
*/
virtual void ReplaceShaderRenderPass(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderColor(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderLight(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderTCoord(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderPicking(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderPrimID(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderNormal(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderClip(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderPositionVC(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderCoincidentOffset(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
virtual void ReplaceShaderDepth(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *act);
//@}
/**
* Set the shader parameters related to the mapper/input data, called by UpdateShader
*/
virtual void SetMapperShaderParameters(vtkOpenGLHelper &cellBO, vtkRenderer *ren, vtkActor *act);
/**
* Set the shader parameteres related to lighting, called by UpdateShader
*/
virtual void SetLightingShaderParameters(vtkOpenGLHelper &cellBO, vtkRenderer *ren, vtkActor *act);
/**
* Set the shader parameteres related to the Camera, called by UpdateShader
*/
virtual void SetCameraShaderParameters(vtkOpenGLHelper &cellBO, vtkRenderer *ren, vtkActor *act);
/**
* Set the shader parameteres related to the property, called by UpdateShader
*/
virtual void SetPropertyShaderParameters(vtkOpenGLHelper &cellBO, vtkRenderer *ren, vtkActor *act);
/**
* Update the VBO/IBO to be current
*/
virtual void UpdateBufferObjects(vtkRenderer *ren, vtkActor *act);
/**
* Does the VBO/IBO need to be rebuilt
*/
virtual bool GetNeedToRebuildBufferObjects(vtkRenderer *ren, vtkActor *act);
/**
* Build the VBO/IBO, called by UpdateBufferObjects
*/
virtual void BuildBufferObjects(vtkRenderer *ren, vtkActor *act);
/**
* Build the IBO, called by BuildBufferObjects
*/
virtual void BuildIBO(vtkRenderer *ren, vtkActor *act, vtkPolyData *poly);
// The VBO and its layout.
vtkOpenGLVertexBufferObject *VBO;
// Structures for the various cell types we render.
vtkOpenGLHelper Points;
vtkOpenGLHelper Lines;
vtkOpenGLHelper Tris;
vtkOpenGLHelper TriStrips;
vtkOpenGLHelper TrisEdges;
vtkOpenGLHelper TriStripsEdges;
vtkOpenGLHelper *LastBoundBO;
bool DrawingEdges;
// do we have wide lines that require special handling
virtual bool HaveWideLines(vtkRenderer *, vtkActor *);
// do we have textures that require special handling
virtual bool HaveTextures(vtkActor *actor);
// how many textures do we have
virtual unsigned int GetNumberOfTextures(vtkActor *actor);
// populate a vector with the textures we have
// the order is always
// ColorInternalTexture
// Actors texture
// Properies textures
virtual std::vector<vtkTexture *> GetTextures(vtkActor *actor);
// do we have textures coordinates that require special handling
virtual bool HaveTCoords(vtkPolyData *poly);
// values we use to determine if we need to rebuild shaders
std::map<const vtkOpenGLHelper *, int> LastLightComplexity;
std::map<const vtkOpenGLHelper *, vtkTimeStamp> LightComplexityChanged;
int LastSelectionState;
vtkTimeStamp SelectionStateChanged;
// Caches the vtkOpenGLRenderPass::RenderPasses() information.
// Note: Do not dereference the pointers held by this object. There is no
// guarantee that they are still valid!
vtkNew<vtkInformation> LastRenderPassInfo;
// Check the renderpasses in actor's property keys to see if they've changed
// render stages:
vtkMTimeType GetRenderPassStageMTime(vtkActor *actor);
bool UsingScalarColoring;
vtkTimeStamp VBOBuildTime; // When was the OpenGL VBO updated?
std::string VBOBuildString; // used for determining whento rebuild the VBO
std::string IBOBuildString; // used for determining whento rebuild the IBOs
std::string CellTextureBuildString;
vtkOpenGLTexture* InternalColorTexture;
int PopulateSelectionSettings;
int PrimitiveIDOffset;
vtkMatrix4x4* TempMatrix4;
vtkMatrix3x3* TempMatrix3;
vtkNew<vtkTransform> VBOInverseTransform;
vtkNew<vtkMatrix4x4> VBOShiftScale;
// if set to true, tcoords will be passed to the
// VBO even if the mapper knows of no texture maps
// normally tcoords are only added to the VBO if the
// mapper has indentified a texture map as well.
bool ForceTextureCoordinates;
void BuildCellTextures(
vtkRenderer *ren,
vtkActor *,
vtkCellArray *prims[4],
int representation);
void AppendCellTextures(
vtkRenderer *ren,
vtkActor *,
vtkCellArray *prims[4],
int representation,
std::vector<unsigned char> &colors,
std::vector<float> &normals,
vtkPolyData *pd);
bool HavePickScalars;
vtkTextureObject *CellScalarTexture;
vtkOpenGLBufferObject *CellScalarBuffer;
bool HaveCellScalars;
vtkTextureObject *CellNormalTexture;
vtkOpenGLBufferObject *CellNormalBuffer;
bool HaveCellNormals;
// aditional picking indirection
char* PointIdArrayName;
char* CellIdArrayName;
char* ProcessIdArrayName;
char* CompositeIdArrayName;
class ReplacementSpec
{
public:
std::string OriginalValue;
vtkShader::Type ShaderType;
bool ReplaceFirst;
bool operator<(const ReplacementSpec &v1) const
{
if (this->OriginalValue != v1.OriginalValue) { return this->OriginalValue < v1.OriginalValue; }
if (this->ShaderType != v1.ShaderType) { return this->ShaderType < v1.ShaderType; }
return (this->ReplaceFirst < v1.ReplaceFirst);
}
bool operator>(const ReplacementSpec &v1) const
{
if (this->OriginalValue != v1.OriginalValue) { return this->OriginalValue > v1.OriginalValue; }
if (this->ShaderType != v1.ShaderType) { return this->ShaderType > v1.ShaderType; }
return (this->ReplaceFirst > v1.ReplaceFirst);
}
};
class ReplacementValue
{
public:
std::string Replacement;
bool ReplaceAll;
};
std::map<const ReplacementSpec,ReplacementValue> UserShaderReplacements;
char *VertexShaderCode;
char *FragmentShaderCode;
char *GeometryShaderCode;
unsigned int TimerQuery;
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
vtkSmartPointer<vtkValuePassHelper> ValuePassHelper;
#endif
// are we currently drawing spheres/tubes
bool DrawingSpheres(vtkOpenGLHelper &cellBO, vtkActor *actor);
bool DrawingTubes(vtkOpenGLHelper &cellBO, vtkActor *actor);
private:
vtkOpenGLPolyDataMapper(const vtkOpenGLPolyDataMapper&) VTK_DELETE_FUNCTION;
void operator=(const vtkOpenGLPolyDataMapper&) VTK_DELETE_FUNCTION;
};
#endif
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