1. 21 Oct, 2016 1 commit
  2. 29 Sep, 2016 1 commit
  3. 23 Sep, 2016 1 commit
    • Kitware Robot's avatar
      Reindent using the reindentation script. · f830ff47
      Kitware Robot authored
      This commit reindents the code with the following utility:
      Utilities/Maintenance/vtk-reindent-code.py
      
      This utility changes the positions of the braces so that they are no
      longer indented relative to the code block they reside in.
      
      The bash command line used was the following:
      
      for d in Charts Common Deprecated Domains Examples Filters GUISupport \
               Geovis IO Imaging Infovis Interaction Parallel Rendering \
               Testing Views Web Wrapping; do
        for e in cxx cxx.in txx txx.in hxx hxx.in h h.in c c.in; do
          find "${d}" -name "*.${e}" -exec \
            python Utilities/Maintenance/vtk_reindent_code.py {} +
        done
      done
      f830ff47
  4. 02 Sep, 2016 1 commit
  5. 11 Aug, 2016 1 commit
    • David C. Lonie's avatar
      Add Depth stage to polydata fragment shaders. · 101f9eeb
      David C. Lonie authored
      The depth peelers currently assume gl_FragCoord.z is always the depth,
      but the imposter shaders in Domains/Chemistry modify the depth.
      
      This patch adds a //VTK::Depth::Impl hook into the fragment shader
      template, before any depth peeling processing is applied. The depth
      is stored into gl_FragDepth, and all depth processing now uses this
      variable instead of gl_FragCoord.z.
      101f9eeb
  6. 18 Apr, 2016 1 commit
  7. 11 Apr, 2016 1 commit
  8. 08 Mar, 2016 1 commit
  9. 03 Dec, 2015 1 commit
    • Ken Martin's avatar
      Make the rebuilding of VBO and IBO very conservative_vbo_ibo_rebuild · 263583d1
      Ken Martin authored
      This topic should make it so that the VBO and IBO only gets
      rebuilt when it really needs to. Instead of relying on high
      level MTimes it actually looks at the pieces of data that impact
      the VBO or IBO respectively. The VBO can build without the IBO
      rebuilding and vice versa.
      263583d1
  10. 21 Jul, 2015 1 commit
  11. 19 Jun, 2015 1 commit
  12. 10 Jun, 2015 1 commit
  13. 01 Jun, 2015 2 commits
    • Ken Martin's avatar
      More cleanups · f1535309
      Ken Martin authored
      vtkgl::CellBO renamed vtkOpenGLHelper
      vtkgl::substitute moved to vtkShaderProgram::Substitute
      Creation of vtkOpenGLIndexBufferObject
      Creation of vtkOpenGLVertexBufferObject
      Move methods that were in vtkglVBOHelper into new classes
      Move IndexCount from CellBO to vtkOpenGLIndexBufferObject
      etc
      f1535309
    • Ken Martin's avatar
      Clenup some OpenGL2 code · 37f39403
      Ken Martin authored
      As we get closer to a next VTK release, make sure this is
      fairly clean or at least cleaner than it was.
      37f39403
  14. 01 Mar, 2015 1 commit
  15. 07 Feb, 2015 1 commit
  16. 03 Feb, 2015 1 commit
  17. 29 Jan, 2015 1 commit
    • Ken Martin's avatar
      Add a subclass for faster composite dataset mapping · 1862e2d0
      Ken Martin authored
      This class is a faster implementation of vtkCompositePolyDataMapper
      that requires its inputs to adhear to some constraints. The big change
      is that it required adding functions to append to a VBO or IBO.
      
      Part of this change is I decoupled the opacity from scalar coloring.
      Previously a change in opacity required rebuilding the VBO if
      scalar coloring was on. While this is still the behavior, it can
      now be optimized to not do that.  It doesn't made sense for
      the property's opacity to be mixed in with scalar colors, it
      was just done that way because that we all the old pipeline
      could do.
      
      Also cleaned up a few long lines while I was a it.
      
      Change-Id: I3a06b502f154c4da7465e53eeeaeab9492bca88f
      1862e2d0
  18. 22 Jan, 2015 1 commit
    • Ken Martin's avatar
      Use MCDCMatrix in shaders · de8deb6a
      Ken Martin authored
      A few changes here. The motivation is to support using the MCDCMatrix
      in the vertex shader where possible. This has the advantage of
      performing the MCVC x VCDC multiplication in double precision
      on the CPU as opposed to float precision on the shader. This fixes
      a couple test failures.
      
      Along with that change cleanup a bit how we determine what uniforms
      to set. There were some uniforms being set when they did not exist
      in the program. Provided a more general approach for passing that
      type of information between the code that builds the shader program
      and the code that sets the uniforms.
      
      Add a substitute helper function that does the same job as replace
      but returns a bool if a replacement was made. Also operates on
      the source string by reference.
      
      Cleaned up some long lines to be shorter.
      
      Change-Id: Ic23133679f1d40d51c29f11810d29baf85edd306
      de8deb6a
  19. 13 Jan, 2015 1 commit
    • Ken Martin's avatar
      Break the UpdateVBO method into smaller pieces. · f5e3a9b1
      Ken Martin authored
      This change breaks the Update VBO method into a method
      to GetNeedToRebuildBufferObjects and BuildBufferObjects to make
      it easier for subclasses to override the default behavior.
      
      Change-Id: I99b3378b0e6b7c3ec9da4000ab33d213b8fc67c4
      f5e3a9b1
  20. 17 Dec, 2014 1 commit
    • Ken Martin's avatar
      Add a point gaussian mapper for cosmology and cleanup · 085a0364
      Ken Martin authored
      Add in a mapper that renders points as gaussian splats.  In
      the future we can extend it a bit more to do other useful
      things. It colors the points and scales then based on
      arrays that are passed in.
      
      This patch also includes a performance improvement for
      the spheremapper so that it uses less memory.  It is
      the same basic code as the point gaussian mapper which
      is why it is in the same patch.
      
      Change-Id: I8bce4446be063eb5d6a5eb4bc1a51e4369ba61cf
      085a0364
  21. 20 Nov, 2014 1 commit
    • Ken Martin's avatar
      Fix lighting to use Blinn-Phong specular model · c97d617e
      Ken Martin authored
      A few fixes and cleanups. Use the Blinn-Phong specular lighting
      model in the LightKit and Positional shaders. Old OpenGL uses this
      model and it is a decent model. Remind myself that the camera is
      positioned at 0,0,0 in view coordinates, had to fix a couple places
      that were making different assumptions.
      
      Minor changes to TestVBOPLYMapper to make it easier to use
      when testing out changes.
      
      Minor warning and documentation fixes as well.
      
      Change-Id: I8bf108ec18fef2f0a2f83ada8cdf7663086036be
      c97d617e
  22. 19 Nov, 2014 1 commit
  23. 18 Nov, 2014 1 commit
  24. 08 Nov, 2014 2 commits
    • Ken Martin's avatar
      Make it so that fragment shaders can modify vertexVC · 5b62e02d
      Ken Martin authored
      Somefragment shaders want to modify vertexVC which previously
      was a hard coded varying that is used by the lighting calcs.
      Made it no longer hard coded. Fixes imposters for Intel chips.
      
      Change-Id: I3feae834a0b6c9a7eb775404b083bdaba55dfb49
      5b62e02d
    • Ken Martin's avatar
      Add support for imposters for molecular rendering · 6207dbb1
      Ken Martin authored
      Add in a new directory ChemistryOpenGL that includes a factory
      override for vtkMoleculeMapper that uses imposters to draw the
      spheres and cylinders. Supports picking.
      
      Change-Id: I718cc4fbae25c3dc7ab82bf19ed7a12e472c51b2
      6207dbb1