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/*=========================================================================
Library: iMSTK
Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
& Imaging in Medicine, Rensselaer Polytechnic Institute.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0.txt
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
=========================================================================*/
#include "imstkVTKSurfaceMeshRenderDelegate.h"
#include "imstkVTKTextureDelegate.h"
#include "imstkTextureManager.h"
#include "imstkSurfaceMesh.h"
#include <vtkPolyData.h>
#include <vtkPolyDataNormals.h>
#include <vtkPolyDataMapper.h>
#include <vtkPoints.h>
#include <vtkDoubleArray.h>
#include <vtkCellArray.h>
#include <vtkFloatArray.h>
#include <vtkPointData.h>
#include <vtkImageReader2Factory.h>
#include <vtkImageReader2.h>
#include <vtkTexture.h>
#include <vtkProperty.h>
#include <vtkOpenGLPolyDataMapper.h>
VTKSurfaceMeshRenderDelegate::VTKSurfaceMeshRenderDelegate(std::shared_ptr<VisualModel> visualModel) :
m_mappedVertexArray(vtkSmartPointer<vtkDoubleArray>::New()),
m_mappedNormalArray(vtkSmartPointer<vtkDoubleArray>::New())
m_visualModel = visualModel;
auto geometry = std::static_pointer_cast<SurfaceMesh>(m_visualModel->getGeometry());
StdVectorOfVec3d& vertices = geometry->getVertexPositionsNotConst();
double* vertData = reinterpret_cast<double*>(vertices.data());
m_mappedVertexArray->SetNumberOfComponents(3);
m_mappedVertexArray->SetArray(vertData, vertices.size() * 3, 1);
// Create points
auto points = vtkSmartPointer<vtkPoints>::New();
points->SetNumberOfPoints(geometry->getNumVertices());
auto cells = vtkSmartPointer<vtkCellArray>::New();
for (const auto& t : geometry->getTrianglesVertices())
for (size_t i = 0; i < 3; ++i)
{
cell[i] = t[i];
}
cells->InsertNextCell(3, cell);
}
// Create PolyData
auto polydata = vtkSmartPointer<vtkPolyData>::New();
polydata->SetPoints(points);
polydata->SetPolys(cells);
// Map normals
StdVectorOfVec3d& normals = geometry->getVertexNormalsNotConst();
double* normalData = reinterpret_cast<double*>(normals.data());
m_mappedNormalArray->SetNumberOfComponents(3);
m_mappedNormalArray->SetArray(normalData, normals.size() * 3, 1);
polydata->GetPointData()->SetNormals(m_mappedNormalArray);
// Create connection source
auto source = vtkSmartPointer<vtkTrivialProducer>::New();
source->SetOutput(polydata);
{
// Convert texture coordinates
auto tcoords = geometry->getPointDataArray(geometry->getDefaultTCoords());
if (tcoords == nullptr)
LOG(WARNING) << "No default texture coordinates array for geometry " << geometry;
else
{
auto vtkTCoords = vtkSmartPointer<vtkFloatArray>::New();
vtkTCoords->SetNumberOfComponents(2);
vtkTCoords->SetName(geometry->getDefaultTCoords().c_str());
for (auto const tcoord : *tcoords)
{
float tuple[2] = { tcoord[0], tcoord[1] };
vtkTCoords->InsertNextTuple(tuple);
}
polydata->GetPointData()->SetTCoords(vtkTCoords);
}
// Update tangents
{
auto tangents = vtkSmartPointer<vtkFloatArray>::New();
tangents->SetName("tangents");
tangents->SetNumberOfComponents(3);
for (auto const tangent : geometry->getVertexTangents())
float tempTangent[3] = { (float)tangent[0],
(float)tangent[1],
(float)tangent[2] };
tangents->InsertNextTuple(tempTangent);
}
polydata->GetPointData()->AddArray(tangents);
}
// Update Transform, Render Properties
this->update();
this->setUpMapper(source->GetOutputPort(), m_visualModel);
m_isMesh = true;
VTKSurfaceMeshRenderDelegate::updateDataSource()
auto geometry = std::static_pointer_cast<SurfaceMesh>(m_visualModel->getGeometry());
if (geometry->m_dataModified)
StdVectorOfVec3d& normals = geometry->getVertexNormalsNotConst();
double* normalData = reinterpret_cast<double*>(normals.data());
m_mappedNormalArray->SetNumberOfComponents(3);
m_mappedNormalArray->SetArray(normalData, normals.size() * 3, 1);
this->m_mapper->GetInput()->GetPointData()->SetNormals(m_mappedNormalArray);
m_mappedVertexArray->Modified();
m_mappedNormalArray->Modified();
void
VTKSurfaceMeshRenderDelegate::initializeTextures(TextureManager<VTKTextureDelegate>& textureManager)
{
auto material = m_visualModel->getRenderMaterial();
if (material == nullptr)
{
return;
}
unsigned int currentUnit = 0;
// Go through all of the textures
for (int unit = 0; unit < (int)Texture::Type::None; unit++)
{
// Get imstk texture
auto texture = material->getTexture((Texture::Type)unit);
{
continue;
}
// Get vtk texture
auto textureDelegate = textureManager.getTextureDelegate(texture);
/* /!\ VTKTextureWrapMode not yet supported in VTK 7
* See here for some work that needs to be imported back to upstream:
* https://gitlab.kitware.com/iMSTK/vtk/commit/62a7ecd8a5f54e243c26960de22d5d1d23ef932b
*
texture->SetWrapMode(vtkTexture::VTKTextureWrapMode::ClampToBorder);
* /!\ MultiTextureAttribute not yet supported in VTK 7
* See here for some work that needs to be imported back to upstream:
* https://gitlab.kitware.com/iMSTK/vtk/commit/ae373026755db42b6fdce5093109ef1a39a76340
*
// Link texture unit to texture attribute
m_mapper->MapDataArrayToMultiTextureAttribute(unit, tCoordsName.c_str(),
vtkDataObject::FIELD_ASSOCIATION_POINTS);
*/
// Set texture
#if (VTK_MAJOR_VERSION <= 8 && VTK_MINOR_VERSION <= 1)
m_actor->GetProperty()->SetTexture(currentUnit, currentTexture);
#else
if (material->getShadingModel() == RenderMaterial::ShadingModel::PBR)
{
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{
case Texture::Type::Diffuse:
{
m_actor->GetProperty()->SetBaseColorTexture(currentTexture);
break;
}
case Texture::Type::Normal:
{
m_actor->GetProperty()->SetNormalTexture(currentTexture);
m_actor->GetProperty()->SetNormalScale(material->getNormalStrength());
break;
}
case Texture::Type::AmbientOcclusion:
{
m_actor->GetProperty()->SetORMTexture(currentTexture);
m_actor->GetProperty()->SetOcclusionStrength(material->getOcclusionStrength());
break;
}
default:
{
}
}
}
else
{
m_actor->GetProperty()->SetTexture(textureDelegate->getTextureName().c_str(), currentTexture);
}
currentUnit++;