1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLRenderer.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.
=========================================================================*/
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLHelper.h"
#include "vtkCellArray.h"
#include "vtkDepthPeelingPass.h"
#include "vtkFloatArray.h"
#include "vtkHardwareSelector.h"
#include "vtkHiddenLineRemovalPass.h"
#include "vtkLight.h"
#include "vtkLightCollection.h"
#include "vtkNew.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLCamera.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGLFXAAFilter.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkPointData.h"
#include "vtkPoints.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper2D.h"
#include "vtkRenderPass.h"
#include "vtkRenderState.h"
#include "vtkShadowMapBakerPass.h"
#include "vtkShadowMapPass.h"
#include "vtkTexture.h"
#include "vtkTextureObject.h"
#include "vtkTexturedActor2D.h"
#include "vtkTimerLog.h"
#include "vtkTranslucentPass.h"
#include "vtkTrivialProducer.h"
#include "vtkUnsignedCharArray.h"
// Dual depth peeling requires GL_MAX blending, which is unavailable on ES2.
#if GL_ES_VERSION_2_0 != 1
#include "vtkDualDepthPeelingPass.h"
#endif
#include <cmath>
#include <cassert>
#include <cstdlib>
#include <list>
#include <string>
class vtkGLPickInfo
{
public:
unsigned int PickedId;
unsigned int NumPicked;
bool PerformedHardwarePick;
std::map<unsigned int,float> PickValues;
};
vtkStandardNewMacro(vtkOpenGLRenderer);
vtkOpenGLRenderer::vtkOpenGLRenderer()
{
this->PickInfo = new vtkGLPickInfo;
this->PickInfo->PickedId = 0;
this->PickInfo->NumPicked = 0;
this->PickedZ = 0;
this->FXAAFilter = 0;
this->DepthPeelingPass = 0;
this->ShadowMapPass = 0;
this->DepthPeelingHigherLayer=0;
this->BackgroundTexture = 0;
this->HaveApplePrimitiveIdBugValue = false;
this->HaveApplePrimitiveIdBugChecked = false;
}
// Ask lights to load themselves into graphics pipeline.
int vtkOpenGLRenderer::UpdateLights ()
{
vtkOpenGLClearErrorMacro();
vtkLight *light;
float status;
int count = 0;
vtkCollectionSimpleIterator sit;
for(this->Lights->InitTraversal(sit);
(light = this->Lights->GetNextLight(sit)); )
{
status = light->GetSwitch();
if (status > 0.0)
{
count++;
}
}
if( !count )
{
vtkDebugMacro(<<"No lights are on, creating one.");
this->CreateLight();
}
for(this->Lights->InitTraversal(sit);
(light = this->Lights->GetNextLight(sit)); )
{
status = light->GetSwitch();
// if the light is on then define it and bind it.
if (status > 0.0)
{
light->Render(this,0);
}
}
vtkOpenGLCheckErrorMacro("failed after UpdateLights");
return count;
}
// ----------------------------------------------------------------------------
// Description:
// Is rendering at translucent geometry stage using depth peeling and
// rendering a layer other than the first one? (Boolean value)
// If so, the uniform variables UseTexture and Texture can be set.
// (Used by vtkOpenGLProperty or vtkOpenGLTexture)
int vtkOpenGLRenderer::GetDepthPeelingHigherLayer()
{
return this->DepthPeelingHigherLayer;
}
// ----------------------------------------------------------------------------
// Concrete open gl render method.
void vtkOpenGLRenderer::DeviceRender(void)
{
vtkTimerLog::MarkStartEvent("OpenGL Dev Render");
if(this->Pass!=0)
{
vtkRenderState s(this);
s.SetPropArrayAndCount(this->PropArray, this->PropArrayCount);
s.SetFrameBuffer(0);
this->Pass->Render(&s);
}
else
{
// Do not remove this MakeCurrent! Due to Start / End methods on
// some objects which get executed during a pipeline update,
// other windows might get rendered since the last time
// a MakeCurrent was called.
this->RenderWindow->MakeCurrent();
vtkOpenGLClearErrorMacro();
this->UpdateCamera();
this->UpdateLightGeometry();
this->UpdateLights();
this->UpdateGeometry();
vtkOpenGLCheckErrorMacro("failed after DeviceRender");
}
vtkTimerLog::MarkEndEvent("OpenGL Dev Render");
}
// Ask actors to render themselves. As a side effect will cause
// visualization network to update.
int vtkOpenGLRenderer::UpdateGeometry()
{
int i;
this->NumberOfPropsRendered = 0;
if ( this->PropArrayCount == 0 )
{
return 0;
}
if (this->Selector)
{
// When selector is present, we are performing a selection,
// so do the selection rendering pass instead of the normal passes.
// Delegate the rendering of the props to the selector itself.
this->NumberOfPropsRendered = this->Selector->Render(this,
this->PropArray, this->PropArrayCount);
this->RenderTime.Modified();
vtkDebugMacro("Rendered " << this->NumberOfPropsRendered << " actors" );
return this->NumberOfPropsRendered;
}
// if we are suing shadows then let the renderpasses handle it
// for opaque and translucent
if (this->UseShadows)
{
if (!this->ShadowMapPass)
{
this->ShadowMapPass = vtkShadowMapPass::New();
}
vtkRenderState s(this);
s.SetPropArrayAndCount(this->PropArray, this->PropArrayCount);
//s.SetFrameBuffer(0);
this->ShadowMapPass->GetShadowMapBakerPass()->Render(&s);
this->ShadowMapPass->Render(&s);
}
else
{
// Opaque geometry first:
this->DeviceRenderOpaqueGeometry();
// do the render library specific stuff about translucent polygonal geometry.
// As it can be expensive, do a quick check if we can skip this step
int hasTranslucentPolygonalGeometry=0;
for ( i = 0; !hasTranslucentPolygonalGeometry && i < this->PropArrayCount;
i++ )
{
hasTranslucentPolygonalGeometry=
this->PropArray[i]->HasTranslucentPolygonalGeometry();
}
if(hasTranslucentPolygonalGeometry)
{
this->DeviceRenderTranslucentPolygonalGeometry();
}
}
// Apply FXAA before volumes and overlays. Volumes don't need AA, and overlays
// are usually things like text, which are already antialiased.
if (this->UseFXAA)
{
if (!this->FXAAFilter)
{
this->FXAAFilter = vtkOpenGLFXAAFilter::New();
}
if (this->FXAAOptions)
{
this->FXAAFilter->UpdateConfiguration(this->FXAAOptions);
}
this->FXAAFilter->Execute(this);
}
// loop through props and give them a chance to
// render themselves as volumetric geometry.
for ( i = 0; i < this->PropArrayCount; i++ )
{
this->NumberOfPropsRendered +=
this->PropArray[i]->RenderVolumetricGeometry(this);
}
// loop through props and give them a chance to
// render themselves as an overlay (or underlay)
for ( i = 0; i < this->PropArrayCount; i++ )
{
this->NumberOfPropsRendered +=
this->PropArray[i]->RenderOverlay(this);
}
this->RenderTime.Modified();
vtkDebugMacro( << "Rendered " <<
this->NumberOfPropsRendered << " actors" );
return this->NumberOfPropsRendered;
}
// ----------------------------------------------------------------------------
void vtkOpenGLRenderer::DeviceRenderOpaqueGeometry()
{
// Do we need hidden line removal?
bool useHLR =
this->UseHiddenLineRemoval &&
vtkHiddenLineRemovalPass::WireframePropsExist(this->PropArray,
this->PropArrayCount);
if (useHLR)
{
vtkNew<vtkHiddenLineRemovalPass> hlrPass;
vtkRenderState s(this);
s.SetPropArrayAndCount(this->PropArray, this->PropArrayCount);
s.SetFrameBuffer(0);
hlrPass->Render(&s);
this->NumberOfPropsRendered += hlrPass->GetNumberOfRenderedProps();
}
else
{
this->Superclass::DeviceRenderOpaqueGeometry();
}
}
// ----------------------------------------------------------------------------
// Description:
// Render translucent polygonal geometry. Default implementation just call
// UpdateTranslucentPolygonalGeometry().
// Subclasses of vtkRenderer that can deal with depth peeling must
// override this method.
void vtkOpenGLRenderer::DeviceRenderTranslucentPolygonalGeometry()
{
vtkOpenGLClearErrorMacro();
vtkOpenGLRenderWindow *context
= vtkOpenGLRenderWindow::SafeDownCast(this->RenderWindow);
if(this->UseDepthPeeling && !context)
{
vtkErrorMacro("OpenGL render window is required.")
return;
}
if(!this->UseDepthPeeling)
{
// just alpha blending
this->UpdateTranslucentPolygonalGeometry();
}
else // depth peeling.
{
if (!this->DepthPeelingPass)
{
// Dual depth peeling requires:
// - float textures (ARB_texture_float)
// - RG textures (ARB_texture_rg)
// - MAX blending (not available in ES2, but added in ES3).
bool dualDepthPeelingSupported = false;
#if GL_ES_VERSION_2_0 != 1
dualDepthPeelingSupported = context->GetContextSupportsOpenGL32() ||
(GLEW_ARB_texture_float && GLEW_ARB_texture_rg);
#elif GL_ES_VERSION_3_0 == 1
// ES3 is supported:
dualDepthPeelingSupported = true;
#endif
// There's a bug on current mesa master that prevents dual depth peeling
// from functioning properly, something in the texture sampler is causing
// all lookups to return NaN. See discussion on
// https://bugs.freedesktop.org/show_bug.cgi?id=94955
// We'll always fallback to regular depth peeling until this is fixed.
// Only disable for mesa + llvmpipe/SWR, since those are the drivers that
// seem to be affected by this.
std::string glVersion =
reinterpret_cast<const char *>(glGetString(GL_VERSION));
if (glVersion.find("Mesa") != std::string::npos)
{
std::string glRenderer =
reinterpret_cast<const char *>(glGetString(GL_RENDERER));
if (glRenderer.find("llvmpipe") != std::string::npos ||
glRenderer.find("SWR") != std::string::npos)
{
vtkDebugMacro("Disabling dual depth peeling -- mesa bug detected. "
"GL_VERSION = '" << glVersion << "'; "
"GL_RENDERER = '" << glRenderer << "'.");
dualDepthPeelingSupported = false;
}
}
// The old implemention can be force by defining the environment var
// "VTK_USE_LEGACY_DEPTH_PEELING":
if (dualDepthPeelingSupported)
{
const char *forceLegacy = getenv("VTK_USE_LEGACY_DEPTH_PEELING");
if (forceLegacy)
{
vtkDebugMacro("Disabling dual depth peeling -- "
"VTK_USE_LEGACY_DEPTH_PEELING defined in environment.");
dualDepthPeelingSupported = false;
}
}
if (dualDepthPeelingSupported)
{
#if GL_ES_VERSION_2_0 != 1 // vtkDualDepthPeelingPass is not built on ES2
vtkDebugMacro("Using dual depth peeling.");
this->DepthPeelingPass = vtkDualDepthPeelingPass::New();
#endif
}
else
{
vtkDebugMacro("Using standard depth peeling (dual depth peeling not "
"supported by the graphics card/driver).");
this->DepthPeelingPass = vtkDepthPeelingPass::New();
}
vtkTranslucentPass *tp = vtkTranslucentPass::New();
this->DepthPeelingPass->SetTranslucentPass(tp);
tp->Delete();
}
this->DepthPeelingPass->SetMaximumNumberOfPeels(this->MaximumNumberOfPeels);
this->DepthPeelingPass->SetOcclusionRatio(this->OcclusionRatio);
vtkRenderState s(this);
s.SetPropArrayAndCount(this->PropArray, this->PropArrayCount);
s.SetFrameBuffer(0);
this->LastRenderingUsedDepthPeeling=1;
this->DepthPeelingPass->Render(&s);
}
vtkOpenGLCheckErrorMacro("failed after DeviceRenderTranslucentPolygonalGeometry");
}
// ----------------------------------------------------------------------------
void vtkOpenGLRenderer::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "PickedId" << this->PickInfo->PickedId<< "\n";
os << indent << "NumPicked" << this->PickInfo->NumPicked<< "\n";
os << indent << "PickedZ " << this->PickedZ << "\n";
}
void vtkOpenGLRenderer::Clear(void)
{
vtkOpenGLClearErrorMacro();
GLbitfield clear_mask = 0;
if (! this->Transparent())
{
if (this->IsPicking)
{
glClearColor(0.0,0.0,0.0,0.0);
}
else
{
glClearColor( static_cast<GLclampf>(this->Background[0]),
static_cast<GLclampf>(this->Background[1]),
static_cast<GLclampf>(this->Background[2]),
static_cast<GLclampf>(0.0));
}
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if (!this->GetPreserveDepthBuffer())
{
#if GL_ES_VERSION_2_0 == 1
glClearDepthf(static_cast<GLclampf>(1.0));
#else
glClearDepth(static_cast<GLclampf>(1.0));
#endif
clear_mask |= GL_DEPTH_BUFFER_BIT;
glDepthMask(GL_TRUE);
}
vtkDebugMacro(<< "glClear\n");
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(clear_mask);
// If gradient background is turned on, draw it now.
if (!this->IsPicking && !this->Transparent() &&
(this->GradientBackground || this->TexturedBackground))
{
int size[2];
size[0] = this->GetSize()[0];
size[1] = this->GetSize()[1];
double tile_viewport[4];
this->GetRenderWindow()->GetTileViewport(tile_viewport);
vtkNew<vtkTexturedActor2D> actor;
vtkNew<vtkPolyDataMapper2D> mapper;
vtkNew<vtkPolyData> polydata;
vtkNew<vtkPoints> points;
points->SetNumberOfPoints(4);
points->SetPoint(0, 0, 0, 0);
points->SetPoint(1, size[0], 0, 0);
points->SetPoint(2, size[0], size[1], 0);
points->SetPoint(3, 0, size[1], 0);
polydata->SetPoints(points.Get());
vtkNew<vtkCellArray> tris;
tris->InsertNextCell(3);
tris->InsertCellPoint(0);
tris->InsertCellPoint(1);
tris->InsertCellPoint(2);
tris->InsertNextCell(3);
tris->InsertCellPoint(0);
tris->InsertCellPoint(2);
tris->InsertCellPoint(3);
polydata->SetPolys(tris.Get());
vtkNew<vtkTrivialProducer> prod;
prod->SetOutput(polydata.Get());
// Set some properties.
mapper->SetInputConnection(prod->GetOutputPort());
actor->SetMapper(mapper.Get());
if(this->TexturedBackground && this->BackgroundTexture)
{
this->BackgroundTexture->InterpolateOn();
actor->SetTexture(this->BackgroundTexture);
vtkNew<vtkFloatArray> tcoords;
float tmp[2];
tmp[0] = 0;
tmp[1] = 0;
tcoords->SetNumberOfComponents(2);
tcoords->SetNumberOfTuples(4);
tcoords->SetTuple(0,tmp);
tmp[0] = 1.0;
tcoords->SetTuple(1,tmp);
tmp[1] = 1.0;
tcoords->SetTuple(2,tmp);
tmp[0] = 0.0;
tcoords->SetTuple(3,tmp);
polydata->GetPointData()->SetTCoords(tcoords.Get());
}
else // gradient
{
vtkNew<vtkUnsignedCharArray> colors;
float tmp[4];
tmp[0] = this->Background[0]*255;
tmp[1] = this->Background[1]*255;
tmp[2] = this->Background[2]*255;
tmp[3] = 255;
colors->SetNumberOfComponents(4);
colors->SetNumberOfTuples(4);
colors->SetTuple(0,tmp);
colors->SetTuple(1,tmp);
tmp[0] = this->Background2[0]*255;
tmp[1] = this->Background2[1]*255;
tmp[2] = this->Background2[2]*255;
colors->SetTuple(2,tmp);
colors->SetTuple(3,tmp);
polydata->GetPointData()->SetScalars(colors.Get());
}
glDisable(GL_DEPTH_TEST);
actor->RenderOverlay(this);
}
glEnable(GL_DEPTH_TEST);
vtkOpenGLCheckErrorMacro("failed after Clear");
}
void vtkOpenGLRenderer::StartPick(unsigned int vtkNotUsed(pickFromSize))
{
vtkOpenGLClearErrorMacro();
/*
int size[2];
size[0] = this->GetSize()[0];
size[1] = this->GetSize()[1];
// Create the FBO
glGenFramebuffers(1, &this->PickInfo->PickingFBO);
glBindFramebuffer(GL_FRAMEBUFFER, this->PickInfo->PickingFBO);
// Create the texture object for the primitive information buffer
glGenTextures(1, &this->PickInfo->PickingTexture);
glBindTexture(GL_TEXTURE_2D, this->PickInfo->PickingTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, size[0], size[1],
0, GL_RGB_INTEGER, GL_UNSIGNED_INT, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
this->PickInfo->PickingTexture, 0);
// Create the texture object for the depth buffer
glGenTextures(1, &this->PickInfo->DepthTexture);
glBindTexture(GL_TEXTURE_2D, this->PickInfo->DepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size[0], size[1],
0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
this->PickInfo->DepthTexture, 0);
// Disable reading to avoid problems with older GPUs
glReadBuffer(GL_NONE);
// Verify that the FBO is correct
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE)
{
printf("FB error, status: 0x%x\n", Status);
return;
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this->PickInfo->PickingFBO);
*/
// Do not remove this MakeCurrent! Due to Start / End methods on
// some objects which get executed during a pipeline update,
// other windows might get rendered since the last time
// a MakeCurrent was called.
this->RenderWindow->MakeCurrent();
this->RenderWindow->IsPickingOn();
this->IsPicking = 1;
this->PickInfo->PerformedHardwarePick = false;
this->PickInfo->PickValues.clear();
this->PickInfo->NumPicked = 0;
this->PickInfo->PickedId = 0;
this->Clear();
vtkOpenGLCheckErrorMacro("failed after StartPick");
}
void vtkOpenGLRenderer::ReleaseGraphicsResources(vtkWindow *w)
{
if (w && this->Pass)
{
this->Pass->ReleaseGraphicsResources(w);
}
if (this->FXAAFilter)
{
this->FXAAFilter->ReleaseGraphicsResources();
}
if (w && this->DepthPeelingPass)
{
this->DepthPeelingPass->ReleaseGraphicsResources(w);
}
if (w && this->ShadowMapPass)
{
this->ShadowMapPass->ReleaseGraphicsResources(w);
}
this->Superclass::ReleaseGraphicsResources(w);
}
void vtkOpenGLRenderer::UpdatePickId()
{
this->CurrentPickId++;
}
void vtkOpenGLRenderer::DevicePickRender()
{
// Do not remove this MakeCurrent! Due to Start / End methods on
// some objects which get executed during a pipeline update,
// other windows might get rendered since the last time
// a MakeCurrent was called.
this->RenderWindow->MakeCurrent();
vtkOpenGLClearErrorMacro();
bool msaaWasEnabled = false;
if (this->RenderWindow->GetMultiSamples() > 0 && glIsEnabled(GL_MULTISAMPLE))
{
glDisable(GL_MULTISAMPLE);
msaaWasEnabled = true;
}
this->UpdateCamera();
this->UpdateLightGeometry();
this->UpdateLights();
this->PickGeometry();
this->PickInfo->PerformedHardwarePick = true;
if (msaaWasEnabled)
{
glEnable(GL_MULTISAMPLE);
}
vtkOpenGLCheckErrorMacro("failed after DevicePickRender");
}
void vtkOpenGLRenderer::DonePick()
{
if (this->PickInfo->PerformedHardwarePick)
{
unsigned char *pixBuffer = this->GetRenderWindow()->GetPixelData(
this->PickX1, this->PickY1, this->PickX2, this->PickY2, 0);
// (this->GetRenderWindow()->GetSwapBuffers() == 1) ? 0 : 1);
// for debugging save out the image
// FILE * pFile;
// pFile = fopen ("myfile.ppm", "wb");
// fwrite (pixBuffer , sizeof(unsigned char), 3*((int)this->PickY2-(int)this->PickY1+1)*((int)this->PickX2-(int)this->PickX1+1), pFile);
// fclose (pFile);
float *depthBuffer = this->GetRenderWindow()->GetZbufferData(
this->PickX1, this->PickY1, this->PickX2, this->PickY2);
// read the color and z buffer values for the region
// to see what hits we have
this->PickInfo->PickValues.clear();
unsigned char *pb = pixBuffer;
float *dbPtr = depthBuffer;
for (int y = this->PickY1; y <= this->PickY2; y++)
{
for (int x = this->PickX1; x <= this->PickX2; x++)
{
unsigned char rgb[3];
rgb[0] = *pb++;
rgb[1] = *pb++;
rgb[2] = *pb++;
int val = 0;
val |= rgb[2];
val = val << 8;
val |= rgb[1];
val = val << 8;
val |= rgb[0];
if (val > 0)
{
if (this->PickInfo->PickValues.find(val) == this->PickInfo->PickValues.end())
{
this->PickInfo->PickValues.insert(std::pair<unsigned int,float>(val,*dbPtr));
}
}
dbPtr++;
}
}
this->PickInfo->NumPicked = (unsigned int)this->PickInfo->PickValues.size();
this->PickInfo->PickedId = 0;
std::map<unsigned int,float>::const_iterator dvItr =
this->PickInfo->PickValues.begin();
this->PickedZ = 1.0;
for ( ; dvItr != this->PickInfo->PickValues.end(); dvItr++)
{
if(dvItr->second < this->PickedZ)
{
this->PickedZ = dvItr->second;
this->PickInfo->PickedId = dvItr->first - 1;
}
}
}
// Restore the default framebuffer
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
this->RenderWindow->IsPickingOff();
this->IsPicking = 0;
}
double vtkOpenGLRenderer::GetPickedZ()
{
return this->PickedZ;
}
unsigned int vtkOpenGLRenderer::GetPickedId()
{
return static_cast<unsigned int>(this->PickInfo->PickedId);
}
vtkOpenGLRenderer::~vtkOpenGLRenderer()
{
delete this->PickInfo;
if(this->Pass != NULL)
{
this->Pass->UnRegister(this);
this->Pass = NULL;
}
if (this->FXAAFilter)
{
this->FXAAFilter->Delete();
this->FXAAFilter = 0;
}
if (this->ShadowMapPass)
{
this->ShadowMapPass->Delete();
this->ShadowMapPass = 0;
}
if (this->DepthPeelingPass)
{
this->DepthPeelingPass->Delete();
this->DepthPeelingPass = 0;
}
}
bool vtkOpenGLRenderer::HaveApplePrimitiveIdBug()
{
if (this->HaveApplePrimitiveIdBugChecked)
{
return this->HaveApplePrimitiveIdBugValue;
}
#ifdef __APPLE__
// Known working Apple+AMD systems:
// OpenGL vendor string: ATI Technologies Inc.
// OpenGL version string: 4.1 ATI-1.38.3
// OpenGL version string: 4.1 ATI-1.40.15
// OpenGL renderer string: AMD Radeon R9 M370X OpenGL Engine
// OpenGL version string: 4.1 ATI-1.40.16
// OpenGL renderer string: AMD Radeon HD - FirePro D500 OpenGL Engine
// OpenGL renderer string: AMD Radeon HD 5770 OpenGL Engine
// OpenGL renderer string: AMD Radeon R9 M395 OpenGL Engine
// OpenGL vendor string: ATI Technologies Inc.
// OpenGL renderer string: ATI Radeon HD 5770 OpenGL Engine
// OpenGL version string: 4.1 ATI-1.42.6
// Known buggy Apple+AMD systems:
// OpenGL vendor string: ATI Technologies Inc.
// OpenGL version string: 3.3 ATI-10.0.40
// OpenGL renderer string: ATI Radeon HD 2600 PRO OpenGL Engine
// OpenGL vendor string: ATI Technologies Inc.
// OpenGL renderer string: AMD Radeon HD - FirePro D300 OpenGL Engine
// OpenGL version string: 4.1 ATI-1.24.39
std::string vendor = (const char *)glGetString(GL_VENDOR);
if (vendor.find("ATI") != std::string::npos ||
vendor.find("AMD") != std::string::npos ||
vendor.find("amd") != std::string::npos)
{
// assume we have the bug
this->HaveApplePrimitiveIdBugValue = true;
// but exclude systems we know do not have it
std::string renderer = (const char *)glGetString(GL_RENDERER);
std::string version = (const char *)glGetString(GL_VERSION);
int minorVersion = 0;
int patchVersion = 0;
// try to extract some minor version numbers
if (version.find("4.1 ATI-1.") == 0)
{
std::string minorVer = version.substr(strlen("4.1 ATI-1."),std::string::npos);
if (minorVer.find(".") == 2)
{
minorVersion = atoi(minorVer.substr(0,2).c_str());
patchVersion = atoi(minorVer.substr(3,std::string::npos).c_str());
}
}
if (
((version.find("4.1 ATI-1.38.3") != std::string::npos ||
version.find("4.1 ATI-1.40.15") != std::string::npos) &&
(renderer.find("AMD Radeon R9 M370X OpenGL Engine") != std::string::npos)) ||
// assume anything with 1.40.16 or later is good?
minorVersion > 40 ||
(minorVersion == 40 && patchVersion >= 16)
)
{
this->HaveApplePrimitiveIdBugValue = false;
}
}
#else
this->HaveApplePrimitiveIdBugValue = false;
#endif
this->HaveApplePrimitiveIdBugChecked = true;
return this->HaveApplePrimitiveIdBugValue;
}
unsigned int vtkOpenGLRenderer::GetNumPickedIds()
{
return static_cast<unsigned int>(this->PickInfo->NumPicked);
}
int vtkOpenGLRenderer::GetPickedIds(unsigned int atMost,
unsigned int *callerBuffer)
{
if (this->PickInfo->PickValues.empty())
{
return 0;
}
unsigned int max = (atMost < this->PickInfo->NumPicked) ? atMost : this->PickInfo->NumPicked;
unsigned int k = 0;
unsigned int *optr = callerBuffer;
std::map<unsigned int,float>::const_iterator dvItr =
this->PickInfo->PickValues.begin();
this->PickedZ = 1.0;
for ( ; dvItr != this->PickInfo->PickValues.end() && k < max; dvItr++)
{
*optr = static_cast<unsigned int>(dvItr->first);
optr++;
}
return k;
}
|