/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkOpenGLGPUVolumeRayCastMapper.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 "vtkOpenGLGPUVolumeRayCastMapper.h"

#include "vtkOpenGLVolumeGradientOpacityTable.h"
#include "vtkOpenGLVolumeOpacityTable.h"
#include "vtkOpenGLVolumeRGBTable.h"
#include "vtkVolumeShaderComposer.h"
#include "vtkVolumeStateRAII.h"

// Include compiled shader code
#include <raycasterfs.h>
#include <raycastervs.h>

// VTK includes
#include <vtkBoundingBox.h>
#include <vtkCamera.h>
#include <vtkCellArray.h>
#include <vtkCellData.h>
#include <vtkClipConvexPolyData.h>
#include <vtkColorTransferFunction.h>
#include <vtkCommand.h>
#include <vtkContourFilter.h>
#include <vtkDataArray.h>
#include <vtkDensifyPolyData.h>
#include <vtkFloatArray.h>
#include <vtkOpenGLFramebufferObject.h>
#include <vtkImageData.h>
#include <vtkLightCollection.h>
#include <vtkLight.h>
#include <vtkMath.h>
#include <vtkMatrix4x4.h>
#include <vtkNew.h>
#include <vtkObjectFactory.h>
#include <vtkOpenGLError.h>
#include <vtkOpenGLCamera.h>
#include <vtkOpenGLRenderWindow.h>
#include "vtkOpenGLResourceFreeCallback.h"
#include <vtkOpenGLShaderCache.h>
#include <vtkPerlinNoise.h>
#include <vtkPixelBufferObject.h>
#include <vtkPixelExtent.h>
#include <vtkPixelTransfer.h>
#include <vtkPlaneCollection.h>
#include <vtkPointData.h>
#include <vtkPoints.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkShader.h>
#include <vtkShaderProgram.h>
#include <vtkSmartPointer.h>
#include <vtkTessellatedBoxSource.h>
#include <vtkTextureObject.h>
#include <vtkTimerLog.h>
#include <vtkTransform.h>
#include <vtkUnsignedCharArray.h>
#include <vtkUnsignedIntArray.h>
#include <vtkVolumeMask.h>
#include <vtkVolumeProperty.h>
#include <vtkVolumeTexture.h>
#include <vtkWeakPointer.h>
#include <vtkHardwareSelector.h>

#include <vtk_glew.h>

// C/C++ includes
#include <cassert>
#include <limits>
#include <map>
#include <sstream>
#include <string>

vtkStandardNewMacro(vtkOpenGLGPUVolumeRayCastMapper);

//----------------------------------------------------------------------------
class vtkOpenGLGPUVolumeRayCastMapper::vtkInternal
{
public:
  // Constructor
  //--------------------------------------------------------------------------
  vtkInternal(vtkOpenGLGPUVolumeRayCastMapper* parent)
  {
    this->Parent = parent;
    this->ValidTransferFunction = false;
    this->LoadDepthTextureExtensionsSucceeded = false;
    this->CameraWasInsideInLastUpdate = false;
    this->CubeVBOId = 0;
    this->CubeVAOId = 0;
    this->CubeIndicesId = 0;
    this->NoiseTextureObject = NULL;
    this->DepthTextureObject = 0;
    this->TextureWidth = 1024;
    this->ActualSampleDistance = 1.0;
    this->RGBTables = 0;
    this->OpacityTables = 0;
    this->Mask1RGBTable = 0;
    this->Mask2RGBTable =  0;
    this->GradientOpacityTables = 0;
    this->CurrentMask = 0;
    this->Dimensions[0] = this->Dimensions[1] = this->Dimensions[2] = -1;
    this->TextureSize[0] = this->TextureSize[1] = this->TextureSize[2] = -1;
    this->WindowLowerLeft[0] = this->WindowLowerLeft[1] = 0;
    this->WindowSize[0] = this->WindowSize[1] = 0;
    this->LastDepthPassWindowSize[0] = this->LastDepthPassWindowSize[1] = 0;
    this->LastRenderToImageWindowSize[0] = 0;
    this->LastRenderToImageWindowSize[1] = 0;
    this->CurrentSelectionPass = vtkHardwareSelector::MIN_KNOWN_PASS - 1;

    this->CellScale[0] = this->CellScale[1] = this->CellScale[2] = 0.0;
    this->NoiseTextureData = NULL;

    this->NumberOfLights = 0;
    this->LightComplexity = 0;

    this->Extents[0] = VTK_INT_MAX;
    this->Extents[1] = VTK_INT_MIN;
    this->Extents[2] = VTK_INT_MAX;
    this->Extents[3] = VTK_INT_MIN;
    this->Extents[4] = VTK_INT_MAX;
    this->Extents[5] = VTK_INT_MIN;

    this->CellToPointMatrix->Identity();
    this->AdjustedTexMin[0] = this->AdjustedTexMin[1] = this->AdjustedTexMin[2] = 0.0f;
    this->AdjustedTexMin[3] = 1.0f;
    this->AdjustedTexMax[0] = this->AdjustedTexMax[1] = this->AdjustedTexMax[2] = 1.0f;
    this->AdjustedTexMax[3] = 1.0f;

    this->MaskTextures = new vtkMapMaskTextureId;

    this->Scale.clear();
    this->Bias.clear();

    this->NeedToInitializeResources = false;
    this->ShaderCache = 0;

    this->FBO = 0;
    this->RTTDepthBufferTextureObject = 0;
    this->RTTDepthTextureObject = 0;
    this->RTTColorTextureObject = 0;
    this->RTTDepthTextureType = -1;

    this->DPFBO = 0;
    this->DPDepthBufferTextureObject = 0;
    this->DPColorTextureObject = 0;
  }

  // Destructor
  //--------------------------------------------------------------------------
  ~vtkInternal()
  {
    delete [] this->NoiseTextureData;

    if (this->NoiseTextureObject)
    {
      this->NoiseTextureObject->Delete();
      this->NoiseTextureObject = NULL;
    }

    if (this->DepthTextureObject)
    {
      this->DepthTextureObject->Delete();
      this->DepthTextureObject = NULL;
    }

    if (this->FBO)
    {
      this->FBO->Delete();
      this->FBO = NULL;
    }

    if (this->RTTDepthBufferTextureObject)
    {
      this->RTTDepthBufferTextureObject->Delete();
      this->RTTDepthBufferTextureObject = NULL;
    }

    if (this->RTTDepthTextureObject)
    {
      this->RTTDepthTextureObject->Delete();
      this->RTTDepthTextureObject = NULL;
    }

    if (this->RTTColorTextureObject)
    {
      this->RTTColorTextureObject->Delete();
      this->RTTColorTextureObject = NULL;
    }

    this->DeleteTransferFunctions();

    delete this->MaskTextures;

    this->Scale.clear();
    this->Bias.clear();
  }

  // Helper methods
  //--------------------------------------------------------------------------
  template<typename T>
  static void ToFloat(const T& in1, const T& in2, float (&out)[2]);
  template<typename T>
  static void ToFloat(const T& in1, const T& in2, const T& in3,
                      float (&out)[3]);
  template<typename T>
  static void ToFloat(T* in, float* out, int noOfComponents);
  template<typename T>
  static void ToFloat(T (&in)[3], float (&out)[3]);
  template<typename T>
  static void ToFloat(T (&in)[2], float (&out)[2]);
  template<typename T>
  static void ToFloat(T& in, float& out);
  template<typename T>
  static void ToFloat(T (&in)[4][2], float (&out)[4][2]);

  void Initialize(vtkRenderer* ren, vtkVolume* vol,
                  int noOfComponents, int independentComponents);

  bool LoadMask(vtkRenderer* ren, vtkImageData* input,
                vtkImageData* maskInput, int textureExtent[6],
                vtkVolume* volume);

  void DeleteTransferFunctions();

  void ComputeBounds(vtkImageData* input);

  // Update OpenGL volume information
  void UpdateVolume(vtkVolumeProperty* volumeProperty);

  // Update transfer color function based on the incoming inputs
  // and number of scalar components.
  int UpdateColorTransferFunction(vtkRenderer* ren,
                                  vtkVolume* vol,
                                  unsigned int component);

  // Update opacity transfer function (not gradient opacity)
  int UpdateOpacityTransferFunction(vtkRenderer* ren,
                                    vtkVolume* vol,
                                    unsigned int component);

  // Update gradient opacity function
  int UpdateGradientOpacityTransferFunction(vtkRenderer* ren,
                                            vtkVolume* vol,
                                            unsigned int component);

  // Update noise texture (used to reduce rendering artifacts
  // specifically banding effects)
  void CreateNoiseTexture(vtkRenderer* ren);

  // Update depth texture (used for early termination of the ray)
  void CaptureDepthTexture(vtkRenderer* ren, vtkVolume* vol);

  // Test if camera is inside the volume geometry
  bool IsCameraInside(vtkRenderer* ren, vtkVolume* vol);

  // Compute transformation from cell texture-coordinates to point texture-coords
  // (CTP). Cell data maps correctly to OpenGL cells, point data does not (VTK
  // defines points at the cell corners). To set the point data in the center of the
  // OpenGL texels, a translation of 0.5 texels is applied, and the range is rescaled
  // to the point range.
  //
  // delta = TextureExtentsMax - TextureExtentsMin;
  // min   = vec3(0.5) / delta;
  // max   = (delta - vec3(0.5)) / delta;
  // range = max - min
  //
  // CTP = translation * Scale
  // CTP = range.x,        0,        0,  min.x
  //             0,  range.y,        0,  min.y
  //             0,        0,  range.z,  min.z
  //             0,        0,        0,    1.0
  void ComputeCellToPointMatrix();

  // Update parameters for lighting that will be used in the shader.
  void SetLightingParameters(vtkRenderer* ren,
                                vtkShaderProgram* prog,
                                vtkVolume* vol);

  // Update the volume geometry
  void RenderVolumeGeometry(vtkRenderer* ren,
                            vtkShaderProgram* prog,
                            vtkVolume* vol,
                            vtkImageData* input);

  // Update cropping params to shader
  void SetCroppingRegions(vtkRenderer* ren, vtkShaderProgram* prog,
                      vtkVolume* vol);

  // Update clipping params to shader
  void SetClippingPlanes(vtkRenderer* ren, vtkShaderProgram* prog,
                      vtkVolume* vol);

  // Update the interval of sampling
  void UpdateSamplingDistance(vtkImageData *input,
                              vtkRenderer* ren, vtkVolume* vol);

  // Check if the mapper should enter picking mode.
  void CheckPickingState(vtkRenderer* ren);

  // Configure the vtkHardwareSelector to begin a picking pass.
  void BeginPicking(vtkRenderer* ren);

  // Update the prop Id if hardware selection is enabled.
  void SetPickingId(vtkRenderer* ren);

  // Configure the vtkHardwareSelector to end a picking pass.
  void EndPicking(vtkRenderer* ren);

  // Load OpenGL extensiosn required to grab depth sampler buffer
  void LoadRequireDepthTextureExtensions(vtkRenderWindow* renWin);

  // Create GL buffers
  void CreateBufferObjects();

  // Dispose / free GL buffers
  void DeleteBufferObjects();

  // Convert vtkTextureObject to vtkImageData
  void ConvertTextureToImageData(vtkTextureObject* texture,
                                 vtkImageData* output);

  // Render to texture for final rendering
  void SetupRenderToTexture(vtkRenderer* ren);
  void ExitRenderToTexture(vtkRenderer* ren);

  // Render to texture for depth pass
  void SetupDepthPass(vtkRenderer* ren);
  void ExitDepthPass(vtkRenderer* ren);

  void ReleaseRenderToTextureGraphicsResources(vtkWindow* win);

  void ReleaseDepthPassGraphicsResources(vtkWindow* win);

  // Private member variables
  //--------------------------------------------------------------------------
  vtkOpenGLGPUVolumeRayCastMapper* Parent;

  bool ValidTransferFunction;
  bool LoadDepthTextureExtensionsSucceeded;
  bool CameraWasInsideInLastUpdate;

  GLuint CubeVBOId;
  GLuint CubeVAOId;
  GLuint CubeIndicesId;

  vtkTextureObject* NoiseTextureObject;
  vtkTextureObject* DepthTextureObject;

  int TextureWidth;

  std::vector<double> Scale;
  std::vector<double> Bias;

  float* NoiseTextureData;

  float ActualSampleDistance;

  int LastProjectionParallel;
  int Dimensions[3];
  int TextureSize[3];
  int WindowLowerLeft[2];
  int WindowSize[2];
  int LastDepthPassWindowSize[2];
  int LastRenderToImageWindowSize[2];

  double LoadedBounds[6];
  int Extents[6];
  double DatasetStepSize[3];
  double CellScale[3];
  double CellStep[3];
  double CellSpacing[3];

  int NumberOfLights;
  int LightComplexity;

  std::ostringstream ExtensionsStringStream;

  vtkOpenGLVolumeRGBTables* RGBTables;
  std::map<int, std::string> RGBTablesMap;

  vtkOpenGLVolumeOpacityTables* OpacityTables;
  std::map<int, std::string> OpacityTablesMap;

  vtkOpenGLVolumeRGBTable* Mask1RGBTable;
  vtkOpenGLVolumeRGBTable* Mask2RGBTable;
  vtkOpenGLVolumeGradientOpacityTables* GradientOpacityTables;
  std::map<int, std::string> GradientOpacityTablesMap;

  vtkTimeStamp ShaderBuildTime;

  vtkNew<vtkMatrix4x4> TextureToDataSetMat;
  vtkNew<vtkMatrix4x4> InverseTextureToDataSetMat;

  vtkNew<vtkMatrix4x4> InverseProjectionMat;
  vtkNew<vtkMatrix4x4> InverseModelViewMat;
  vtkNew<vtkMatrix4x4> InverseVolumeMat;

  vtkNew<vtkMatrix4x4> TextureToEyeTransposeInverse;

  vtkNew<vtkMatrix4x4> TempMatrix1;

  vtkNew<vtkMatrix4x4> CellToPointMatrix;
  float AdjustedTexMin[4];
  float AdjustedTexMax[4];

  vtkSmartPointer<vtkPolyData> BBoxPolyData;

  vtkMapMaskTextureId* MaskTextures;
  vtkVolumeMask* CurrentMask;

  vtkTimeStamp InitializationTime;
  vtkTimeStamp InputUpdateTime;
  vtkTimeStamp VolumeUpdateTime;
  vtkTimeStamp MaskUpdateTime;
  vtkTimeStamp ReleaseResourcesTime;
  vtkTimeStamp DepthPassTime;
  vtkTimeStamp DepthPassSetupTime;
  vtkTimeStamp SelectionStateTime;
  int CurrentSelectionPass;
  bool IsPicking;

  bool NeedToInitializeResources;

  vtkShaderProgram* ShaderProgram;
  vtkOpenGLShaderCache* ShaderCache;

  vtkOpenGLFramebufferObject* FBO;
  vtkTextureObject* RTTDepthBufferTextureObject;
  vtkTextureObject* RTTDepthTextureObject;
  vtkTextureObject* RTTColorTextureObject;
  int RTTDepthTextureType;

  vtkOpenGLFramebufferObject* DPFBO;
  vtkTextureObject* DPDepthBufferTextureObject;
  vtkTextureObject* DPColorTextureObject;

  vtkNew<vtkContourFilter>  ContourFilter;
  vtkNew<vtkPolyDataMapper> ContourMapper;
  vtkNew<vtkActor> ContourActor;
};

//----------------------------------------------------------------------------
template<typename T>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ToFloat(
  const T& in1, const T& in2, float (&out)[2])
{
  out[0] = static_cast<float>(in1);
  out[1] = static_cast<float>(in2);
}

template<typename T>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ToFloat(
  const T& in1, const T& in2, const T& in3, float (&out)[3])
{
  out[0] = static_cast<float>(in1);
  out[1] = static_cast<float>(in2);
  out[2] = static_cast<float>(in3);
}

//----------------------------------------------------------------------------
template<typename T>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ToFloat(
  T* in, float* out, int noOfComponents)
{
  for (int i = 0; i < noOfComponents; ++i)
  {
    out[i] = static_cast<float>(in[i]);
  }
}

//----------------------------------------------------------------------------
template<typename T>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ToFloat(
  T (&in)[3], float (&out)[3])
{
  out[0] = static_cast<float>(in[0]);
  out[1] = static_cast<float>(in[1]);
  out[2] = static_cast<float>(in[2]);
}

//----------------------------------------------------------------------------
template<typename T>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ToFloat(
  T (&in)[2], float (&out)[2])
{
  out[0] = static_cast<float>(in[0]);
  out[1] = static_cast<float>(in[1]);
}

//----------------------------------------------------------------------------
template<typename T>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ToFloat(
  T& in, float& out)
{
  out = static_cast<float>(in);
}

//----------------------------------------------------------------------------
template<typename T>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ToFloat(
  T (&in)[4][2], float (&out)[4][2])
{
  out[0][0] = static_cast<float>(in[0][0]);
  out[0][1] = static_cast<float>(in[0][1]);
  out[1][0] = static_cast<float>(in[1][0]);
  out[1][1] = static_cast<float>(in[1][1]);
  out[2][0] = static_cast<float>(in[2][0]);
  out[2][1] = static_cast<float>(in[2][1]);
  out[3][0] = static_cast<float>(in[3][0]);
  out[3][1] = static_cast<float>(in[3][1]);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::Initialize(
  vtkRenderer* vtkNotUsed(ren), vtkVolume* vol, int
  noOfComponents, int independentComponents)
{
  this->DeleteTransferFunctions();

  // Create RGB lookup table
  if (noOfComponents > 1 && independentComponents)
  {
    this->RGBTables = new vtkOpenGLVolumeRGBTables(noOfComponents);
  }
  else
  {
    this->RGBTables = new vtkOpenGLVolumeRGBTables(1);
  }

  if (this->Parent->MaskInput != 0 &&
      this->Parent->MaskType == LabelMapMaskType)
  {
    if(this->Mask1RGBTable == NULL)
    {
      this->Mask1RGBTable = vtkOpenGLVolumeRGBTable::New();
    }
    if(this->Mask2RGBTable == NULL)
    {
      this->Mask2RGBTable = vtkOpenGLVolumeRGBTable::New();
    }
  }

  // We support upto four components
  if (noOfComponents > 1 && independentComponents)
  {
    this->OpacityTables = new vtkOpenGLVolumeOpacityTables(noOfComponents);
  }
  else
  {
    this->OpacityTables = new vtkOpenGLVolumeOpacityTables(1);
  }

  if (noOfComponents > 1 && independentComponents)
  {
    // Assuming that all four components has gradient opacity for now
    this->GradientOpacityTables =
      new vtkOpenGLVolumeGradientOpacityTables(noOfComponents);
  }
  else
  {
    if (vol->GetProperty()->HasGradientOpacity())
    {
      this->GradientOpacityTables =
        new vtkOpenGLVolumeGradientOpacityTables(1);
    }
  }

  this->OpacityTablesMap.clear();
  this->RGBTablesMap.clear();
  this->GradientOpacityTablesMap.clear();

  std::ostringstream numeric;
  for (int i = 0; i < noOfComponents; ++i)
  {
    numeric << i;
    if (i > 0)
    {
      this->OpacityTablesMap[i] = std::string("in_opacityTransferFunc") +
                                  numeric.str();
      this->RGBTablesMap[i] = std::string("in_colorTransferFunc") +
                              numeric.str();
      this->GradientOpacityTablesMap[i] = std::string("in_gradientTransferFunc") +
                                          numeric.str();
    }
    else
    {
      this->OpacityTablesMap[i] = std::string("in_opacityTransferFunc");
      this->RGBTablesMap[i] = std::string("in_colorTransferFunc");
      this->GradientOpacityTablesMap[i] = std::string("in_gradientTransferFunc");
    }
    numeric.str("");
    numeric.clear();
  }

  this->InitializationTime.Modified();
}

//-----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::LoadMask(vtkRenderer* ren,
  vtkImageData* vtkNotUsed(input), vtkImageData* maskInput,
  int textureExtent[6], vtkVolume* vtkNotUsed(volume))
{
  bool result = true;
  if (maskInput &&
    (maskInput->GetMTime() > this->MaskUpdateTime))
  {
    // Find the texture.
    std::map<vtkImageData *,vtkVolumeMask*>::iterator it2 =
      this->MaskTextures->Map.find(maskInput);

    vtkVolumeMask* mask = 0;
    if(it2 == this->MaskTextures->Map.end())
    {
      mask = new vtkVolumeMask();
      this->MaskTextures->Map[maskInput] = mask;
    }
    else
    {
      mask = (*it2).second;
    }

    mask->Update(ren,
                 maskInput,
                 this->Parent->CellFlag,
                 textureExtent,
                 this->Parent->ScalarMode,
                 this->Parent->ArrayAccessMode,
                 this->Parent->ArrayId,
                 this->Parent->ArrayName,
                 static_cast<vtkIdType>(static_cast<float>(
                   this->Parent->MaxMemoryInBytes) *
                   this->Parent->MaxMemoryFraction));

    result = result && mask->IsLoaded();
    this->CurrentMask = mask;
    this->MaskUpdateTime.Modified();
  }

  return result;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::DeleteTransferFunctions()
{
  delete this->RGBTables;
  this->RGBTables = NULL;

  if (this->Mask1RGBTable)
  {
    this->Mask1RGBTable->Delete();
    this->Mask1RGBTable = NULL;
  }

  if (this->Mask2RGBTable)
  {
    this->Mask2RGBTable->Delete();
    this->Mask2RGBTable = NULL;
  }

  delete this->OpacityTables;
  this->OpacityTables = NULL;

  delete this->GradientOpacityTables;
  this->GradientOpacityTables = NULL;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ComputeBounds(
  vtkImageData* input)
{
  double origin[3];

  input->GetSpacing(this->CellSpacing);
  input->GetOrigin(origin);
  input->GetExtent(this->Extents);

  int swapBounds[3];
  swapBounds[0] = (this->CellSpacing[0] < 0);
  swapBounds[1] = (this->CellSpacing[1] < 0);
  swapBounds[2] = (this->CellSpacing[2] < 0);

  // Loaded data represents points
  if (!this->Parent->CellFlag)
  {
    // If spacing is negative, we may have to rethink the equation
    // between real point and texture coordinate...
    this->LoadedBounds[0] = origin[0] +
      static_cast<double>(this->Extents[0 + swapBounds[0]]) *
      this->CellSpacing[0];
    this->LoadedBounds[2] = origin[1] +
      static_cast<double>(this->Extents[2 + swapBounds[1]]) *
      this->CellSpacing[1];
    this->LoadedBounds[4] = origin[2] +
      static_cast<double>(this->Extents[4 + swapBounds[2]]) *
      this->CellSpacing[2];
    this->LoadedBounds[1] = origin[0] +
      static_cast<double>(this->Extents[1 - swapBounds[0]]) *
      this->CellSpacing[0];
    this->LoadedBounds[3] = origin[1] +
      static_cast<double>(this->Extents[3 - swapBounds[1]]) *
      this->CellSpacing[1];
    this->LoadedBounds[5] = origin[2] +
      static_cast<double>(this->Extents[5 - swapBounds[2]]) *
      this->CellSpacing[2];
  }
  // Loaded extents represent cells
  else
  {
    int i = 0;
    while (i < 3)
    {
      this->LoadedBounds[2 * i + swapBounds[i]] = origin[i] +
        (static_cast<double>(this->Extents[2 * i])) *
        this->CellSpacing[i];

      this->LoadedBounds[2 * i + 1 - swapBounds[i]] = origin[i] +
        (static_cast<double>(this->Extents[2 * i + 1]) + 1.0) *
        this->CellSpacing[i];

      i++;
    }
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::UpdateVolume(
  vtkVolumeProperty* volumeProperty)
{
  if (volumeProperty->GetMTime() > this->VolumeUpdateTime.GetMTime())
    {
    int const newInterp = volumeProperty->GetInterpolationType();
    this->Parent->VolumeTexture->UpdateInterpolationType(newInterp);
    }

  this->VolumeUpdateTime.Modified();
}

//----------------------------------------------------------------------------
int vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::
  UpdateColorTransferFunction(vtkRenderer* ren, vtkVolume* vol,
                              unsigned int component)
{
  // Volume property cannot be null.
  vtkVolumeProperty* volumeProperty = vol->GetProperty();

  // Build the colormap in a 1D texture.
  // 1D RGB-texture=mapping from scalar values to color values
  // build the table.
  vtkColorTransferFunction* colorTransferFunction =
    volumeProperty->GetRGBTransferFunction(component);

  double componentRange[2];
  for (int i = 0; i < 2; ++i)
  {
    componentRange[i] = this->Parent->VolumeTexture->ScalarRange[component][i];
  }

  // Add points only if its not being added before
  if (colorTransferFunction->GetSize() < 1)
  {
    colorTransferFunction->AddRGBPoint(componentRange[0], 0.0, 0.0, 0.0);
    colorTransferFunction->AddRGBPoint(componentRange[1], 1.0, 1.0, 1.0);
  }

  int filterVal =
    volumeProperty->GetInterpolationType() == VTK_LINEAR_INTERPOLATION ?
      vtkTextureObject::Linear : vtkTextureObject::Nearest;

  this->RGBTables->GetTable(component)->Update(
    volumeProperty->GetRGBTransferFunction(component),
    componentRange,
#if GL_ES_VERSION_3_0 != 1
    filterVal,
#else
    vtkTextureObject::Nearest,
#endif
    vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow()));

  if (this->Parent->MaskInput != 0 &&
      this->Parent->MaskType == LabelMapMaskType)
  {
    vtkColorTransferFunction* colorTransferFunc =
      volumeProperty->GetRGBTransferFunction(1);
    this->Mask1RGBTable->Update(colorTransferFunc, componentRange,
                                vtkTextureObject::Nearest,
                                vtkOpenGLRenderWindow::SafeDownCast(
                                  ren->GetRenderWindow()));

    colorTransferFunc = volumeProperty->GetRGBTransferFunction(2);
    this->Mask2RGBTable->Update(colorTransferFunc, componentRange,
                                vtkTextureObject::Nearest,
                                vtkOpenGLRenderWindow::SafeDownCast(
                                  ren->GetRenderWindow()));
  }

  return 0;
}

//----------------------------------------------------------------------------
int vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::
  UpdateOpacityTransferFunction(vtkRenderer* ren, vtkVolume* vol,
                                unsigned int component)
{
  if (!vol)
  {
    return 1;
  }

  vtkVolumeProperty* volumeProperty = vol->GetProperty();

  // Transfer function table index based on whether independent / dependent
  // components. If dependent, use the first scalar opacity transfer function
  unsigned int lookupTableIndex = volumeProperty->GetIndependentComponents() ?
                                  component : 0;
  vtkPiecewiseFunction* scalarOpacity =
    volumeProperty->GetScalarOpacity(lookupTableIndex);

  double componentRange[2];
  for (int i = 0; i < 2; ++i)
  {
    componentRange[i] = this->Parent->VolumeTexture->ScalarRange[component][i];
  }

  if (scalarOpacity->GetSize() < 1)
  {
    scalarOpacity->AddPoint(componentRange[0], 0.0);
    scalarOpacity->AddPoint(componentRange[1], 0.5);
  }

  int filterVal =
    volumeProperty->GetInterpolationType() == VTK_LINEAR_INTERPOLATION ?
      vtkTextureObject::Linear : vtkTextureObject::Nearest;

  this->OpacityTables->GetTable(lookupTableIndex)->Update(
    scalarOpacity,this->Parent->BlendMode,
    this->ActualSampleDistance,
    componentRange,
    volumeProperty->GetScalarOpacityUnitDistance(component),
#if GL_ES_VERSION_3_0 != 1
    filterVal,
#else
    vtkTextureObject::Nearest,
#endif
    vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow()));

  return 0;
}

//----------------------------------------------------------------------------
int vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::
  UpdateGradientOpacityTransferFunction(vtkRenderer* ren, vtkVolume* vol,
                                        unsigned int component)
{
  if (!vol)
  {
    return 1;
  }

  vtkVolumeProperty* volumeProperty = vol->GetProperty();

  // Transfer function table index based on whether independent / dependent
  // components. If dependent, use the first gradient opacity transfer function
  unsigned int lookupTableIndex = volumeProperty->GetIndependentComponents() ?
                                  component : 0;
  // TODO Currently we expect the all of the tables will
  // be initialized once and if at that time, the gradient
  // opacity was not enabled then it is not used later.
  if (!volumeProperty->HasGradientOpacity(lookupTableIndex) ||
      !this->GradientOpacityTables)
  {
    return 1;
  }

  vtkPiecewiseFunction* gradientOpacity =
    volumeProperty->GetGradientOpacity(lookupTableIndex);

  double componentRange[2];
  for (int i = 0; i < 2; ++i)
  {
    componentRange[i] = this->Parent->VolumeTexture->ScalarRange[component][i];
  }

  if (gradientOpacity->GetSize() < 1)
  {
    gradientOpacity->AddPoint(componentRange[0], 0.0);
    gradientOpacity->AddPoint(componentRange[1], 0.5);
  }

  int filterVal =
    volumeProperty->GetInterpolationType() == VTK_LINEAR_INTERPOLATION ?
      vtkTextureObject::Linear : vtkTextureObject::Nearest;

  this->GradientOpacityTables->GetTable(lookupTableIndex)->Update(
    gradientOpacity,
    this->ActualSampleDistance,
    componentRange,
    volumeProperty->GetScalarOpacityUnitDistance(component),
#if GL_ES_VERSION_3_0 != 1
    filterVal,
#else
    vtkTextureObject::Nearest,
#endif
    vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow()));

  return 0;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CreateNoiseTexture(
  vtkRenderer* ren)
{
  vtkOpenGLRenderWindow* glWindow = vtkOpenGLRenderWindow::SafeDownCast(
    ren->GetRenderWindow());

  if (!this->NoiseTextureObject)
  {
    this->NoiseTextureObject = vtkTextureObject::New();
  }
  this->NoiseTextureObject->SetContext(glWindow);

  bool updateSize = false;
  bool useUserSize = this->Parent->NoiseTextureSize[0] > 0 &&
    this->Parent->NoiseTextureSize[1] > 0;
  if (useUserSize)
  {
    int const twidth = this->NoiseTextureObject->GetWidth();
    int const theight = this->NoiseTextureObject->GetHeight();
    updateSize = this->Parent->NoiseTextureSize[0] != twidth ||
      this->Parent->NoiseTextureSize[1] != theight;
  }

  if (!this->NoiseTextureObject->GetHandle() || updateSize ||
    this->NoiseTextureObject->GetMTime() < this->Parent->NoiseGenerator->GetMTime())
  {
    int* winSize = ren->GetRenderWindow()->GetSize();
    int sizeX = useUserSize ? this->Parent->NoiseTextureSize[0] : winSize[0];
    int sizeY = useUserSize ? this->Parent->NoiseTextureSize[1] : winSize[1];

    int const maxSize = vtkTextureObject::GetMaximumTextureSize(glWindow);
    if (sizeX > maxSize || sizeY > maxSize)
    {
      sizeX = vtkMath::Max(sizeX, maxSize);
      sizeY = vtkMath::Max(sizeY, maxSize);
    }

    // Allocate buffer. After controlling for the maximum supported size sizeX/Y
    // might have changed, so an additional check is needed.
    int const twidth = this->NoiseTextureObject->GetWidth();
    int const theight = this->NoiseTextureObject->GetHeight();
    bool sizeChanged = sizeX != twidth || sizeY != theight;
    if (sizeChanged || !this->NoiseTextureData)
    {
      delete[] this->NoiseTextureData;
      this->NoiseTextureData = NULL;
      this->NoiseTextureData = new float[sizeX * sizeY];
    }

    // Generate jitter noise
    if (!this->Parent->NoiseGenerator)
    {
      // Use default settings
      vtkPerlinNoise* perlinNoise = vtkPerlinNoise::New();
      perlinNoise->SetPhase(0.0, 0.0, 0.0);
      perlinNoise->SetFrequency(sizeX, sizeY, 1.0);
      perlinNoise->SetAmplitude(0.5); /* [-n, n] */
      this->Parent->NoiseGenerator = perlinNoise;
    }

    int const bufferSize = sizeX * sizeY;
    for (int i = 0; i < bufferSize; i++)
    {
      int const x = i % sizeX;
      int const y = i / sizeY;
      this->NoiseTextureData[i] = static_cast<float>(
        this->Parent->NoiseGenerator->EvaluateFunction(x, y, 0.0) + 0.1);
    }

    // Prepare texture
    this->NoiseTextureObject->Create2DFromRaw(sizeX, sizeY, 1, VTK_FLOAT,
      this->NoiseTextureData);

    this->NoiseTextureObject->SetWrapS(vtkTextureObject::Repeat);
    this->NoiseTextureObject->SetWrapT(vtkTextureObject::Repeat);
    this->NoiseTextureObject->SetMagnificationFilter(vtkTextureObject::Nearest);
    this->NoiseTextureObject->SetMinificationFilter(vtkTextureObject::Nearest);
    this->NoiseTextureObject->SetBorderColor(0.0f, 0.0f, 0.0f, 0.0f);
    this->NoiseTextureObject->Modified();
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CaptureDepthTexture(
  vtkRenderer* ren, vtkVolume* vtkNotUsed(vol))
{
  // Make sure our render window is the current OpenGL context
  ren->GetRenderWindow()->MakeCurrent();

  // Load required extensions for grabbing depth sampler buffer
  if (!this->LoadDepthTextureExtensionsSucceeded)
  {
    this->LoadRequireDepthTextureExtensions(ren->GetRenderWindow());
  }

  // If we can't load the necessary extensions, provide
  // feedback on why it failed.
  if(!this->LoadDepthTextureExtensionsSucceeded)
  {
    std::cerr << this->ExtensionsStringStream.str() << std::endl;
    return;
  }

  if (!this->DepthTextureObject)
  {
    this->DepthTextureObject = vtkTextureObject::New();
  }

  this->DepthTextureObject->SetContext(vtkOpenGLRenderWindow::SafeDownCast(
                                        ren->GetRenderWindow()));
  if (!this->DepthTextureObject->GetHandle())
  {
    // First set the parameters
    this->DepthTextureObject->SetWrapS(vtkTextureObject::ClampToEdge);
    this->DepthTextureObject->SetWrapT(vtkTextureObject::ClampToEdge);
    this->DepthTextureObject->SetMagnificationFilter(vtkTextureObject::Linear);
    this->DepthTextureObject->SetMinificationFilter(vtkTextureObject::Linear);
    this->DepthTextureObject->AllocateDepth(this->WindowSize[0],
                                            this->WindowSize[1],
                                            4);
  }

#if GL_ES_VERSION_3_0 != 1
  // currently broken on ES
  this->DepthTextureObject->CopyFromFrameBuffer(this->WindowLowerLeft[0],
                                                this->WindowLowerLeft[1],
                                                0, 0,
                                                this->WindowSize[0],
                                                this->WindowSize[1]);
#endif
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetLightingParameters(
  vtkRenderer* ren, vtkShaderProgram* prog, vtkVolume* vol)
{
  if (!ren || !prog || !vol)
  {
    return;
  }

  if (vol && !vol->GetProperty()->GetShade())
  {
    return;
  }

  prog->SetUniformi("in_twoSidedLighting", ren->GetTwoSidedLighting());

  // for lightkit case there are some parameters to set
  vtkCamera* cam = ren->GetActiveCamera();
  vtkTransform* viewTF = cam->GetModelViewTransformObject();

  // Bind some light settings
  int numberOfLights = 0;
  vtkLightCollection *lc = ren->GetLights();
  vtkLight *light;

  vtkCollectionSimpleIterator sit;
  float lightAmbientColor[6][3];
  float lightDiffuseColor[6][3];
  float lightSpecularColor[6][3];
  float lightDirection[6][3];
  for(lc->InitTraversal(sit);
      (light = lc->GetNextLight(sit)); )
  {
    float status = light->GetSwitch();
    if (status > 0.0)
    {
      double* aColor = light->GetAmbientColor();
      double* dColor = light->GetDiffuseColor();
      double* sColor = light->GetDiffuseColor();
      double intensity = light->GetIntensity();
      lightAmbientColor[numberOfLights][0] = aColor[0] * intensity;
      lightAmbientColor[numberOfLights][1] = aColor[1] * intensity;
      lightAmbientColor[numberOfLights][2] = aColor[2] * intensity;
      lightDiffuseColor[numberOfLights][0] = dColor[0] * intensity;
      lightDiffuseColor[numberOfLights][1] = dColor[1] * intensity;
      lightDiffuseColor[numberOfLights][2] = dColor[2] * intensity;
      lightSpecularColor[numberOfLights][0] = sColor[0] * intensity;
      lightSpecularColor[numberOfLights][1] = sColor[1] * intensity;
      lightSpecularColor[numberOfLights][2] = sColor[2] * intensity;
      // Get required info from light
      double* lfp = light->GetTransformedFocalPoint();
      double* lp = light->GetTransformedPosition();
      double lightDir[3];
      vtkMath::Subtract(lfp, lp, lightDir);
      vtkMath::Normalize(lightDir);
      double *tDir = viewTF->TransformNormal(lightDir);
      lightDirection[numberOfLights][0] = tDir[0];
      lightDirection[numberOfLights][1] = tDir[1];
      lightDirection[numberOfLights][2] = tDir[2];
      numberOfLights++;
    }
  }

  prog->SetUniform3fv("in_lightAmbientColor",
                                     numberOfLights, lightAmbientColor);
  prog->SetUniform3fv("in_lightDiffuseColor",
                                     numberOfLights, lightDiffuseColor);
  prog->SetUniform3fv("in_lightSpecularColor",
                                     numberOfLights, lightSpecularColor);
  prog->SetUniform3fv("in_lightDirection",
                                     numberOfLights, lightDirection);
  prog->SetUniformi("in_numberOfLights",
                                   numberOfLights);

  // we are done unless we have positional lights
  if (this->LightComplexity < 3)
  {
    return;
  }

  // if positional lights pass down more parameters
  float lightAttenuation[6][3];
  float lightPosition[6][3];
  float lightConeAngle[6];
  float lightExponent[6];
  int lightPositional[6];
  numberOfLights = 0;
  for(lc->InitTraversal(sit);
      (light = lc->GetNextLight(sit)); )
  {
    float status = light->GetSwitch();
    if (status > 0.0)
    {
      double* attn = light->GetAttenuationValues();
      lightAttenuation[numberOfLights][0] = attn[0];
      lightAttenuation[numberOfLights][1] = attn[1];
      lightAttenuation[numberOfLights][2] = attn[2];
      lightExponent[numberOfLights] = light->GetExponent();
      lightConeAngle[numberOfLights] = light->GetConeAngle();
      double* lp = light->GetTransformedPosition();
      double* tlp = viewTF->TransformPoint(lp);
      lightPosition[numberOfLights][0] = tlp[0];
      lightPosition[numberOfLights][1] = tlp[1];
      lightPosition[numberOfLights][2] = tlp[2];
      lightPositional[numberOfLights] = light->GetPositional();
      numberOfLights++;
    }
  }
  prog->SetUniform3fv("in_lightAttenuation", numberOfLights, lightAttenuation);
  prog->SetUniform1iv("in_lightPositional", numberOfLights, lightPositional);
  prog->SetUniform3fv("in_lightPosition", numberOfLights, lightPosition);
  prog->SetUniform1fv("in_lightExponent", numberOfLights, lightExponent);
  prog->SetUniform1fv("in_lightConeAngle", numberOfLights, lightConeAngle);
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ComputeCellToPointMatrix()
{
  this->CellToPointMatrix->Identity();
  this->AdjustedTexMin[0] = this->AdjustedTexMin[1] = this->AdjustedTexMin[2] = 0.0f;
  this->AdjustedTexMin[3] = 1.0f;
  this->AdjustedTexMax[0] = this->AdjustedTexMax[1] = this->AdjustedTexMax[2] = 1.0f;
  this->AdjustedTexMax[3] = 1.0f;

  if (!this->Parent->CellFlag) // point data
  {
    float delta[3];
    delta[0] = this->Extents[1] - this->Extents[0];
    delta[1] = this->Extents[3] - this->Extents[2];
    delta[2] = this->Extents[5] - this->Extents[4];

    float min[3];
    min[0] = 0.5f / delta[0];
    min[1] = 0.5f / delta[1];
    min[2] = 0.5f / delta[2];

    float range[3]; // max - min
    range[0] = (delta[0] - 0.5f) / delta[0] - min[0];
    range[1] = (delta[1] - 0.5f) / delta[1] - min[1];
    range[2] = (delta[2] - 0.5f) / delta[2] - min[2];

    this->CellToPointMatrix->SetElement(0, 0, range[0]); // Scale diag
    this->CellToPointMatrix->SetElement(1, 1, range[1]);
    this->CellToPointMatrix->SetElement(2, 2, range[2]);
    this->CellToPointMatrix->SetElement(0, 3, min[0]);   // t vector
    this->CellToPointMatrix->SetElement(1, 3, min[1]);
    this->CellToPointMatrix->SetElement(2, 3, min[2]);

    // Adjust limit coordinates for texture access.
    float const zeros[4] = {0.0f, 0.0f, 0.0f, 1.0f}; // GL tex min
    float const ones[4]  = {1.0f, 1.0f, 1.0f, 1.0f}; // GL tex max
    this->CellToPointMatrix->MultiplyPoint(zeros, this->AdjustedTexMin);
    this->CellToPointMatrix->MultiplyPoint(ones, this->AdjustedTexMax);
  }
}

//----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::IsCameraInside(
  vtkRenderer* ren, vtkVolume* vol)
{
  this->TempMatrix1->DeepCopy(vol->GetMatrix());
  this->TempMatrix1->Invert();

  vtkCamera* cam = ren->GetActiveCamera();
  double camWorldRange[2];
  double camWorldPos[4];
  double camFocalWorldPoint[4];
  double camWorldDirection[4];
  double camPos[4];
  double camPlaneNormal[4];

  cam->GetPosition(camWorldPos);
  camWorldPos[3] = 1.0;
  this->TempMatrix1->MultiplyPoint( camWorldPos, camPos );

  cam->GetFocalPoint(camFocalWorldPoint);
  camFocalWorldPoint[3] = 1.0;

  // The range (near/far) must also be transformed
  // into the local coordinate system.
  camWorldDirection[0] = camFocalWorldPoint[0] - camWorldPos[0];
  camWorldDirection[1] = camFocalWorldPoint[1] - camWorldPos[1];
  camWorldDirection[2] = camFocalWorldPoint[2] - camWorldPos[2];
  camWorldDirection[3] = 0.0;

  // Compute the normalized near plane normal
  this->TempMatrix1->MultiplyPoint(camWorldDirection, camPlaneNormal);

  vtkMath::Normalize(camWorldDirection);
  vtkMath::Normalize(camPlaneNormal);

  double camNearWorldPoint[4];
  double camNearPoint[4];

  cam->GetClippingRange(camWorldRange);
  camNearWorldPoint[0] = camWorldPos[0] + camWorldRange[0] * camWorldDirection[0];
  camNearWorldPoint[1] = camWorldPos[1] + camWorldRange[0] * camWorldDirection[1];
  camNearWorldPoint[2] = camWorldPos[2] + camWorldRange[0] * camWorldDirection[2];
  camNearWorldPoint[3] = 1.;

  this->TempMatrix1->MultiplyPoint(camNearWorldPoint, camNearPoint);

  int const result = vtkMath::PlaneIntersectsAABB(this->LoadedBounds,
    camPlaneNormal, camNearPoint);

  if (result == 0)
  {
    return true;
  }

  return false;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::RenderVolumeGeometry(
  vtkRenderer* ren, vtkShaderProgram* prog,
  vtkVolume* vol, vtkImageData* input)
{
  if (this->NeedToInitializeResources ||
      input->GetMTime() > this->InputUpdateTime.GetMTime() ||
      this->IsCameraInside(ren, vol) ||
      this->CameraWasInsideInLastUpdate || (this->BBoxPolyData &&
      this->Parent->VolumeTexture->UploadTime > this->BBoxPolyData->GetMTime()))
  {
    vtkNew<vtkTessellatedBoxSource> boxSource;
    boxSource->SetBounds(this->LoadedBounds);
    boxSource->QuadsOn();
    boxSource->SetLevel(0);

    vtkNew<vtkDensifyPolyData> densityPolyData;

    if (this->IsCameraInside(ren, vol))
    {
      // Normals should be transformed using the transpose of inverse
      // InverseVolumeMat
      this->TempMatrix1->DeepCopy(vol->GetMatrix());
      this->TempMatrix1->Invert();

      vtkCamera* cam = ren->GetActiveCamera();
      double camWorldRange[2];
      double camWorldPos[4];
      double camFocalWorldPoint[4];
      double camWorldDirection[4];
      double camPos[4];
      double camPlaneNormal[4];

      cam->GetPosition(camWorldPos);
      camWorldPos[3] = 1.0;
      this->TempMatrix1->MultiplyPoint(camWorldPos, camPos);

      cam->GetFocalPoint(camFocalWorldPoint);
      camFocalWorldPoint[3]=1.0;

      // The range (near/far) must also be transformed
      // into the local coordinate system.
      camWorldDirection[0] = camFocalWorldPoint[0] - camWorldPos[0];
      camWorldDirection[1] = camFocalWorldPoint[1] - camWorldPos[1];
      camWorldDirection[2] = camFocalWorldPoint[2] - camWorldPos[2];
      camWorldDirection[3] = 0.0;

      // Compute the normalized near plane normal
      this->TempMatrix1->MultiplyPoint(camWorldDirection, camPlaneNormal);

      vtkMath::Normalize(camWorldDirection);
      vtkMath::Normalize(camPlaneNormal);

      double camNearWorldPoint[4];
      double camFarWorldPoint[4];
      double camNearPoint[4];
      double camFarPoint[4];

      cam->GetClippingRange(camWorldRange);
      camNearWorldPoint[0] = camWorldPos[0] + camWorldRange[0]*camWorldDirection[0];
      camNearWorldPoint[1] = camWorldPos[1] + camWorldRange[0]*camWorldDirection[1];
      camNearWorldPoint[2] = camWorldPos[2] + camWorldRange[0]*camWorldDirection[2];
      camNearWorldPoint[3] = 1.;

      camFarWorldPoint[0] = camWorldPos[0] + camWorldRange[1]*camWorldDirection[0];
      camFarWorldPoint[1] = camWorldPos[1] + camWorldRange[1]*camWorldDirection[1];
      camFarWorldPoint[2] = camWorldPos[2] + camWorldRange[1]*camWorldDirection[2];
      camFarWorldPoint[3] = 1.;

      this->TempMatrix1->MultiplyPoint(camNearWorldPoint, camNearPoint);
      this->TempMatrix1->MultiplyPoint(camFarWorldPoint, camFarPoint);

      vtkNew<vtkPlane> nearPlane;

      // We add an offset to the near plane to avoid hardware clipping of the
      // near plane due to floating-point precision.
      // camPlaneNormal is a unit vector, if the offset is larger than the
      // distance between near and far point, it will not work. Hence, we choose
      // a fraction of the near-far distance. However, care should be taken
      // to avoid hardware clipping in volumes with very small spacing where the
      // distance between near and far plane is also very small. In that case,
      // a minimum offset is chosen. This is chosen based on the typical
      // epsilon values on x86 systems.
      double offset = sqrt(vtkMath::Distance2BetweenPoints(
                           camNearPoint, camFarPoint)) / 1000.0;
      // Minimum offset to avoid floating point precision issues for volumes
      // with very small spacing
      double minOffset =  static_cast<double>(
                         std::numeric_limits<float>::epsilon()) * 1000.0;
      offset = offset < minOffset ? minOffset : offset;

      camNearPoint[0] += camPlaneNormal[0]*offset;
      camNearPoint[1] += camPlaneNormal[1]*offset;
      camNearPoint[2] += camPlaneNormal[2]*offset;

      nearPlane->SetOrigin( camNearPoint );
      nearPlane->SetNormal( camPlaneNormal );

      vtkNew<vtkPlaneCollection> planes;
      planes->RemoveAllItems();
      planes->AddItem(nearPlane.GetPointer());

      vtkNew<vtkClipConvexPolyData> clip;
      clip->SetInputConnection(boxSource->GetOutputPort());
      clip->SetPlanes(planes.GetPointer());

      densityPolyData->SetInputConnection(clip->GetOutputPort());

      this->CameraWasInsideInLastUpdate = true;
    }
    else
    {
      densityPolyData->SetInputConnection(boxSource->GetOutputPort());
      this->CameraWasInsideInLastUpdate = false;
    }

    densityPolyData->SetNumberOfSubdivisions(2);
    densityPolyData->Update();

    this->BBoxPolyData = vtkSmartPointer<vtkPolyData>::New();
    this->BBoxPolyData->ShallowCopy(densityPolyData->GetOutput());
    vtkPoints* points = this->BBoxPolyData->GetPoints();
    vtkCellArray* cells = this->BBoxPolyData->GetPolys();

    vtkNew<vtkUnsignedIntArray> polys;
    polys->SetNumberOfComponents(3);
    vtkIdType npts;
    vtkIdType *pts;

    // See if the volume transform is orientation-preserving
    // and orient polygons accordingly
    vtkMatrix4x4* volMat = vol->GetMatrix();
    double det = vtkMath::Determinant3x3(
      volMat->GetElement(0, 0), volMat->GetElement(0, 1), volMat->GetElement(0, 2),
      volMat->GetElement(1, 0), volMat->GetElement(1, 1), volMat->GetElement(1, 2),
      volMat->GetElement(2, 0), volMat->GetElement(2, 1), volMat->GetElement(2, 2));
    bool preservesOrientation = det > 0.0;

    const vtkIdType indexMap[3] = {
      preservesOrientation ? 0 : 2,
      1,
      preservesOrientation ? 2 : 0
    };

    while(cells->GetNextCell(npts, pts))
    {
      polys->InsertNextTuple3(pts[indexMap[0]], pts[indexMap[1]], pts[indexMap[2]]);
    }

    // Dispose any previously created buffers
    this->DeleteBufferObjects();

    // Now create new ones
    this->CreateBufferObjects();

    // TODO: should realy use the built in VAO class
    // which handles these apple issues internally
#ifdef __APPLE__
    if (vtkOpenGLRenderWindow::GetContextSupportsOpenGL32())
#endif
    {
      glBindVertexArray(this->CubeVAOId);
    }

    // Pass cube vertices to buffer object memory
    glBindBuffer (GL_ARRAY_BUFFER, this->CubeVBOId);
    glBufferData (GL_ARRAY_BUFFER, points->GetData()->GetDataSize() *
                  points->GetData()->GetDataTypeSize(),
                  points->GetData()->GetVoidPointer(0), GL_STATIC_DRAW);

    prog->EnableAttributeArray("in_vertexPos");
    prog->UseAttributeArray("in_vertexPos", 0, 0, VTK_FLOAT,
                            3, vtkShaderProgram::NoNormalize);

    glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, this->CubeIndicesId);
    glBufferData (GL_ELEMENT_ARRAY_BUFFER, polys->GetDataSize() *
                  polys->GetDataTypeSize(), polys->GetVoidPointer(0),
                  GL_STATIC_DRAW);
  }
  else
  {
#ifdef __APPLE__
    if (!vtkOpenGLRenderWindow::GetContextSupportsOpenGL32())
    {
      glBindBuffer (GL_ARRAY_BUFFER, this->CubeVBOId);
      prog->EnableAttributeArray("in_vertexPos");
      prog->UseAttributeArray("in_vertexPos", 0, 0, VTK_FLOAT,
                                             3, vtkShaderProgram::NoNormalize);
      glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, this->CubeIndicesId);
    }
    else
#endif
    {
      glBindVertexArray(this->CubeVAOId);
    }
  }

    glDrawElements(GL_TRIANGLES,
                   this->BBoxPolyData->GetNumberOfCells() * 3,
                   GL_UNSIGNED_INT, 0);

#ifdef __APPLE__
    if (!vtkOpenGLRenderWindow::GetContextSupportsOpenGL32())
    {
      glBindBuffer (GL_ARRAY_BUFFER, 0);
      glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
    }
    else
#endif
    {
      glBindVertexArray(0);
      glBindBuffer (GL_ARRAY_BUFFER, 0);
      glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
    }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetCroppingRegions(
  vtkRenderer* vtkNotUsed(ren), vtkShaderProgram* prog,
  vtkVolume* vtkNotUsed(vol))
{
  if (this->Parent->GetCropping())
  {
    int cropFlags = this->Parent->GetCroppingRegionFlags();
    double croppingRegionPlanes[6];
    this->Parent->GetCroppingRegionPlanes(croppingRegionPlanes);

    // Clamp it
    croppingRegionPlanes[0] = croppingRegionPlanes[0] < this->LoadedBounds[0] ?
                              this->LoadedBounds[0] : croppingRegionPlanes[0];
    croppingRegionPlanes[0] = croppingRegionPlanes[0] > this->LoadedBounds[1] ?
                              this->LoadedBounds[1] : croppingRegionPlanes[0];
    croppingRegionPlanes[1] = croppingRegionPlanes[1] < this->LoadedBounds[0] ?
                              this->LoadedBounds[0] : croppingRegionPlanes[1];
    croppingRegionPlanes[1] = croppingRegionPlanes[1] > this->LoadedBounds[1] ?
                              this->LoadedBounds[1] : croppingRegionPlanes[1];

    croppingRegionPlanes[2] = croppingRegionPlanes[2] < this->LoadedBounds[2] ?
                              this->LoadedBounds[2] : croppingRegionPlanes[2];
    croppingRegionPlanes[2] = croppingRegionPlanes[2] > this->LoadedBounds[3] ?
                              this->LoadedBounds[3] : croppingRegionPlanes[2];
    croppingRegionPlanes[3] = croppingRegionPlanes[3] < this->LoadedBounds[2] ?
                              this->LoadedBounds[2] : croppingRegionPlanes[3];
    croppingRegionPlanes[3] = croppingRegionPlanes[3] > this->LoadedBounds[3] ?
                              this->LoadedBounds[3] : croppingRegionPlanes[3];

    croppingRegionPlanes[4] = croppingRegionPlanes[4] < this->LoadedBounds[4] ?
                              this->LoadedBounds[4] : croppingRegionPlanes[4];
    croppingRegionPlanes[4] = croppingRegionPlanes[4] > this->LoadedBounds[5] ?
                              this->LoadedBounds[5] : croppingRegionPlanes[4];
    croppingRegionPlanes[5] = croppingRegionPlanes[5] < this->LoadedBounds[4] ?
                              this->LoadedBounds[4] : croppingRegionPlanes[5];
    croppingRegionPlanes[5] = croppingRegionPlanes[5] > this->LoadedBounds[5] ?
                              this->LoadedBounds[5] : croppingRegionPlanes[5];

    float cropPlanes[6] = { static_cast<float>(croppingRegionPlanes[0]),
                            static_cast<float>(croppingRegionPlanes[1]),
                            static_cast<float>(croppingRegionPlanes[2]),
                            static_cast<float>(croppingRegionPlanes[3]),
                            static_cast<float>(croppingRegionPlanes[4]),
                            static_cast<float>(croppingRegionPlanes[5]) };

    prog->SetUniform1fv("in_croppingPlanes", 6, cropPlanes);
    const int numberOfRegions = 32;
    int cropFlagsArray[numberOfRegions];
    cropFlagsArray[0] = 0;
    int i = 1;
    while(cropFlags && i < 32)
    {
      cropFlagsArray[i] = cropFlags & 1;
      cropFlags = cropFlags >> 1;
      ++i;
    }
    for (; i < 32; ++i)
    {
      cropFlagsArray[i] = 0;
    }

    prog->SetUniform1iv("in_croppingFlags", numberOfRegions, cropFlagsArray);
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetClippingPlanes(
  vtkRenderer* vtkNotUsed(ren), vtkShaderProgram* prog,
  vtkVolume* vtkNotUsed(vol))
{
  if (this->Parent->GetClippingPlanes())
  {
    std::vector<float> clippingPlanes;
    // Currently we don't have any clipping plane
    clippingPlanes.push_back(0);

    this->Parent->ClippingPlanes->InitTraversal();
    vtkPlane* plane;
    while ((plane = this->Parent->ClippingPlanes->GetNextItem()))
    {
      // Planes are in world coordinates
      double planeOrigin[3], planeNormal[3];
      plane->GetOrigin(planeOrigin);
      plane->GetNormal(planeNormal);

      clippingPlanes.push_back(planeOrigin[0]);
      clippingPlanes.push_back(planeOrigin[1]);
      clippingPlanes.push_back(planeOrigin[2]);
      clippingPlanes.push_back(planeNormal[0]);
      clippingPlanes.push_back(planeNormal[1]);
      clippingPlanes.push_back(planeNormal[2]);
    }

    clippingPlanes[0] = clippingPlanes.size() > 1 ?
                          static_cast<int>(clippingPlanes.size() - 1): 0;

    prog->SetUniform1fv("in_clippingPlanes",
                        static_cast<int>(clippingPlanes.size()),
                        &clippingPlanes[0]);
  }
}

// -----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CheckPickingState(vtkRenderer* ren)
{
  vtkHardwareSelector* selector = ren->GetSelector();
  bool selectorPicking = selector != NULL;
  if (selector)
  {
    // this mapper currently only supports cell picking
    selectorPicking &= selector->GetFieldAssociation() == vtkDataObject::FIELD_ASSOCIATION_CELLS;
  }

  this->IsPicking = selectorPicking || ren->GetRenderWindow()->GetIsPicking();
  if (this->IsPicking)
  {
    // rebuild the shader on every pass
    this->SelectionStateTime.Modified();
    this->CurrentSelectionPass = selector ? selector->GetCurrentPass() : vtkHardwareSelector::ACTOR_PASS;
  }
  else if (this->CurrentSelectionPass != vtkHardwareSelector::MIN_KNOWN_PASS - 1)
  {
    // return to the regular rendering state
    this->SelectionStateTime.Modified();
    this->CurrentSelectionPass = vtkHardwareSelector::MIN_KNOWN_PASS - 1;
  }
}

// -----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::BeginPicking(vtkRenderer* ren)
{
  vtkHardwareSelector* selector = ren->GetSelector();
  if (selector && this->IsPicking)
  {
    selector->BeginRenderProp();

    if (this->CurrentSelectionPass >= vtkHardwareSelector::ID_LOW24)
    {
      selector->RenderAttributeId(0);
    }
  }
}

//------------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetPickingId
  (vtkRenderer* ren)
{
  float propIdColor[3] = {0.0, 0.0, 0.0};
  vtkHardwareSelector* selector = ren->GetSelector();

  if (selector && this->IsPicking)
  {
    // query the selector for the appropriate id
    selector->GetPropColorValue(propIdColor);
  }
  else // RenderWindow is picking
  {
    unsigned int const idx = ren->GetCurrentPickId();
    vtkHardwareSelector::Convert(idx, propIdColor);
  }

  this->ShaderProgram->SetUniform3f("in_propId", propIdColor);
}

// ---------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::EndPicking(vtkRenderer* ren)
{
  vtkHardwareSelector* selector = ren->GetSelector();
  if(selector && this->IsPicking)
  {
    if (this->CurrentSelectionPass >= vtkHardwareSelector::ID_LOW24)
    {
      // tell the selector the maximum number of cells that the mapper could render
      unsigned int const numVoxels = (this->Extents[1] - this->Extents[0]) *
        (this->Extents[3] - this->Extents[2]) * (this->Extents[5] - this->Extents[4]);
      selector->RenderAttributeId(numVoxels);
    }
    selector->EndRenderProp();
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::UpdateSamplingDistance(
  vtkImageData* input, vtkRenderer* vtkNotUsed(ren), vtkVolume* vol)
{
  if (!this->Parent->AutoAdjustSampleDistances)
  {
    if (this->Parent->LockSampleDistanceToInputSpacing)
    {
      float const d = static_cast<float>(this->Parent->SpacingAdjustedSampleDistance(
        this->CellSpacing, this->Extents));
      float const sample = this->Parent->SampleDistance;

      // ActualSampleDistance will grow proportionally to numVoxels^(1/3) (see
      // vtkVolumeMapper.cxx). Until it reaches 1/2 average voxel size when number of
      // voxels is 1E6.
      this->ActualSampleDistance = (sample / d < 0.999f || sample / d > 1.001f) ?
        d : this->Parent->SampleDistance;

      return;
    }

    this->ActualSampleDistance = this->Parent->SampleDistance;
  }
  else
  {
    input->GetSpacing(this->CellSpacing);
    vtkMatrix4x4* worldToDataset = vol->GetMatrix();
    double minWorldSpacing = VTK_DOUBLE_MAX;
    int i = 0;
    while (i < 3)
    {
      double tmp = worldToDataset->GetElement(0,i);
      double tmp2 = tmp * tmp;
      tmp = worldToDataset->GetElement(1,i);
      tmp2 += tmp * tmp;
      tmp = worldToDataset->GetElement(2,i);
      tmp2 += tmp * tmp;

      // We use fabs() in case the spacing is negative.
      double worldSpacing = fabs(this->CellSpacing[i] * sqrt(tmp2));
      if(worldSpacing < minWorldSpacing)
      {
        minWorldSpacing = worldSpacing;
      }
      ++i;
    }

    // minWorldSpacing is the optimal sample distance in world space.
    // To go faster (reduceFactor<1.0), we multiply this distance
    // by 1/reduceFactor.
    this->ActualSampleDistance = static_cast<float>(minWorldSpacing);

    if (this->Parent->ReductionFactor < 1.0 &&
        this->Parent->ReductionFactor != 0.0)
    {
      this->ActualSampleDistance /=
        static_cast<GLfloat>(this->Parent->ReductionFactor);
    }
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::
  LoadRequireDepthTextureExtensions(vtkRenderWindow* vtkNotUsed(renWin))
{
  // Reset the message stream for extensions
  if (vtkOpenGLRenderWindow::GetContextSupportsOpenGL32())
  {
    this->LoadDepthTextureExtensionsSucceeded = true;
    return;
  }

  this->ExtensionsStringStream.str("");
  this->ExtensionsStringStream.clear();

#if GL_ES_VERSION_3_0 != 1
  // Check for float texture support. This extension became core
  // in 3.0
  if (!glewIsSupported("GL_ARB_texture_float"))
  {
    this->ExtensionsStringStream << "Required extension "
      << " GL_ARB_texture_float is not supported";
    return;
  }
#endif

  // NOTE: Support for depth sampler texture made into the core since version
  // 1.4 and therefore we are no longer checking for it.
  this->LoadDepthTextureExtensionsSucceeded = true;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CreateBufferObjects()
{
#ifdef __APPLE__
  if (vtkOpenGLRenderWindow::GetContextSupportsOpenGL32())
#endif
  {
    glGenVertexArrays(1, &this->CubeVAOId);
  }
  glGenBuffers(1, &this->CubeVBOId);
  glGenBuffers(1, &this->CubeIndicesId);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::DeleteBufferObjects()
{
  if (this->CubeVBOId)
  {
    glBindBuffer (GL_ARRAY_BUFFER, this->CubeVBOId);
    glDeleteBuffers(1, &this->CubeVBOId);
    this->CubeVBOId = 0;
  }

  if (this->CubeIndicesId)
  {
   glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, this->CubeIndicesId);
   glDeleteBuffers(1, &this->CubeIndicesId);
    this->CubeIndicesId = 0;
  }

  if (this->CubeVAOId)
  {
#ifdef __APPLE__
  if (vtkOpenGLRenderWindow::GetContextSupportsOpenGL32())
#endif
  {
      glDeleteVertexArrays(1, &this->CubeVAOId);
  }
    this->CubeVAOId = 0;
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::
  ConvertTextureToImageData(vtkTextureObject* texture, vtkImageData* output)
{
  if (!texture)
  {
    return;
  }
  unsigned int tw = texture->GetWidth();
  unsigned int th = texture->GetHeight();
  unsigned int tnc = texture->GetComponents();
  int tt = texture->GetVTKDataType();

  vtkPixelExtent texExt(0U, tw-1U, 0U, th-1U);

  int dataExt[6]={0,0, 0,0, 0,0};
  texExt.GetData(dataExt);

  double dataOrigin[6] = {0, 0, 0, 0, 0, 0};

  vtkImageData *id = vtkImageData::New();
  id->SetOrigin(dataOrigin);
  id->SetDimensions(tw, th, 1);
  id->SetExtent(dataExt);
  id->AllocateScalars(tt, tnc);

  vtkPixelBufferObject *pbo = texture->Download();

  vtkPixelTransfer::Blit(texExt,
                         texExt,
                         texExt,
                         texExt,
                         tnc,
                         tt,
                         pbo->MapPackedBuffer(),
                         tnc,
                         tt,
                         id->GetScalarPointer(0, 0, 0));

  pbo->UnmapPackedBuffer();
  pbo->Delete();

  if (!output)
  {
    output = vtkImageData::New();
  }
  output->DeepCopy(id);
  id->Delete();
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetupRenderToTexture(
  vtkRenderer* ren)
{
  if (this->Parent->RenderToImage && this->Parent->CurrentPass == RenderPass)
  {
    if ( (this->LastRenderToImageWindowSize[0] != this->WindowSize[0]) ||
         (this->LastRenderToImageWindowSize[1] != this->WindowSize[1]) )
    {
      this->LastRenderToImageWindowSize[0] = this->WindowSize[0];
      this->LastRenderToImageWindowSize[1] = this->WindowSize[1];
      this->ReleaseRenderToTextureGraphicsResources(ren->GetRenderWindow());
    }

    if (!this->FBO)
    {
      this->FBO = vtkOpenGLFramebufferObject::New();
    }

    this->FBO->SetContext(vtkOpenGLRenderWindow::SafeDownCast(
                          ren->GetRenderWindow()));

    this->FBO->SaveCurrentBindingsAndBuffers();
    this->FBO->Bind(GL_FRAMEBUFFER);
    this->FBO->InitializeViewport(this->WindowSize[0], this->WindowSize[1]);

    int depthImageScalarType = this->Parent->GetDepthImageScalarType();
    bool initDepthTexture = true;
    // Re-instantiate the depth texture object if the scalar type requested has
    // changed from the last frame
    if (this->RTTDepthTextureObject &&
        this->RTTDepthTextureType == depthImageScalarType)
    {
      initDepthTexture = false;
    }

    if (initDepthTexture)
    {
      if (this->RTTDepthTextureObject)
      {
        this->RTTDepthTextureObject->Delete();
        this->RTTDepthTextureObject = 0;
      }
      this->RTTDepthTextureObject = vtkTextureObject::New();
      this->RTTDepthTextureObject->SetContext(
        vtkOpenGLRenderWindow::SafeDownCast(
        ren->GetRenderWindow()));
      this->RTTDepthTextureObject->Create2D(this->WindowSize[0],
                                            this->WindowSize[1], 1,
                                            depthImageScalarType, false);
      this->RTTDepthTextureObject->Activate();
      this->RTTDepthTextureObject->SetMinificationFilter(
        vtkTextureObject::Nearest);
      this->RTTDepthTextureObject->SetMagnificationFilter(
        vtkTextureObject::Nearest);
      this->RTTDepthTextureObject->SetAutoParameters(0);

      // Cache the value of the scalar type
      this->RTTDepthTextureType = depthImageScalarType;
    }

    if (!this->RTTColorTextureObject)
    {
      this->RTTColorTextureObject = vtkTextureObject::New();

      this->RTTColorTextureObject->SetContext(
        vtkOpenGLRenderWindow::SafeDownCast(
        ren->GetRenderWindow()));
      this->RTTColorTextureObject->Create2D(this->WindowSize[0],
                                            this->WindowSize[1], 4,
                                            VTK_UNSIGNED_CHAR, false);
      this->RTTColorTextureObject->Activate();
      this->RTTColorTextureObject->SetMinificationFilter(
        vtkTextureObject::Nearest);
      this->RTTColorTextureObject->SetMagnificationFilter(
        vtkTextureObject::Nearest);
      this->RTTColorTextureObject->SetAutoParameters(0);
    }

    if (!this->RTTDepthBufferTextureObject)
    {
      this->RTTDepthBufferTextureObject = vtkTextureObject::New();
      this->RTTDepthBufferTextureObject->SetContext(
        vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow()));
      this->RTTDepthBufferTextureObject->AllocateDepth(
          this->WindowSize[0], this->WindowSize[1], vtkTextureObject::Float32);
      this->RTTDepthBufferTextureObject->Activate();
      this->RTTDepthBufferTextureObject->SetMinificationFilter(
        vtkTextureObject::Nearest);
      this->RTTDepthBufferTextureObject->SetMagnificationFilter(
        vtkTextureObject::Nearest);
      this->RTTDepthBufferTextureObject->SetAutoParameters(0);
    }

    this->FBO->Bind(GL_FRAMEBUFFER);
    this->FBO->AddDepthAttachment(
      GL_FRAMEBUFFER,
      this->RTTDepthBufferTextureObject);
    this->FBO->AddColorAttachment(
      GL_FRAMEBUFFER, 0U,
      this->RTTColorTextureObject);
    this->FBO->AddColorAttachment(
      GL_FRAMEBUFFER, 1U,
      this->RTTDepthTextureObject);
    this->FBO->ActivateDrawBuffers(2);

    this->FBO->CheckFrameBufferStatus(GL_FRAMEBUFFER);

    glClearColor(1.0, 1.0, 1.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ExitRenderToTexture(
  vtkRenderer* vtkNotUsed(ren))
{
  if (this->Parent->RenderToImage && this->Parent->CurrentPass == RenderPass)
  {
    this->FBO->RemoveTexDepthAttachment(GL_FRAMEBUFFER);
    this->FBO->RemoveTexColorAttachment(GL_FRAMEBUFFER, 0U);
    this->FBO->RemoveTexColorAttachment(GL_FRAMEBUFFER, 1U);
    this->FBO->DeactivateDrawBuffers();
    this->FBO->RestorePreviousBindingsAndBuffers();

    this->RTTDepthBufferTextureObject->Deactivate();
    this->RTTColorTextureObject->Deactivate();
    this->RTTDepthTextureObject->Deactivate();
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetupDepthPass(
  vtkRenderer* ren)
{
  if ( (this->LastDepthPassWindowSize[0] != this->WindowSize[0]) ||
       (this->LastDepthPassWindowSize[1] != this->WindowSize[1]) )
  {
    this->LastDepthPassWindowSize[0] = this->WindowSize[0];
    this->LastDepthPassWindowSize[1] = this->WindowSize[1];
    this->ReleaseDepthPassGraphicsResources(ren->GetRenderWindow());
  }

  if (!this->DPFBO)
  {
    this->DPFBO = vtkOpenGLFramebufferObject::New();
  }

  this->DPFBO->SetContext(vtkOpenGLRenderWindow::SafeDownCast(
                        ren->GetRenderWindow()));

  this->DPFBO->SaveCurrentBindingsAndBuffers();
  this->DPFBO->Bind(GL_FRAMEBUFFER);
  this->DPFBO->InitializeViewport(this->WindowSize[0], this->WindowSize[1]);

  if (!this->DPDepthBufferTextureObject ||
      !this->DPColorTextureObject)
  {
    this->DPDepthBufferTextureObject = vtkTextureObject::New();
    this->DPDepthBufferTextureObject->SetContext(
      vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow()));
    this->DPDepthBufferTextureObject->AllocateDepth(
        this->WindowSize[0], this->WindowSize[1], vtkTextureObject::Native);
    this->DPDepthBufferTextureObject->Activate();
    this->DPDepthBufferTextureObject->SetMinificationFilter(
      vtkTextureObject::Nearest);
    this->DPDepthBufferTextureObject->SetMagnificationFilter(
      vtkTextureObject::Nearest);
    this->DPDepthBufferTextureObject->SetAutoParameters(0);
    this->DPDepthBufferTextureObject->Bind();


    this->DPColorTextureObject = vtkTextureObject::New();

    this->DPColorTextureObject->SetContext(
      vtkOpenGLRenderWindow::SafeDownCast(
      ren->GetRenderWindow()));
    this->DPColorTextureObject->Create2D(this->WindowSize[0],
                                         this->WindowSize[1], 4,
                                         VTK_UNSIGNED_CHAR, false);
    this->DPColorTextureObject->Activate();
    this->DPColorTextureObject->SetMinificationFilter(
      vtkTextureObject::Nearest);
    this->DPColorTextureObject->SetMagnificationFilter(
      vtkTextureObject::Nearest);
    this->DPColorTextureObject->SetAutoParameters(0);

    this->DPFBO->AddDepthAttachment(
      GL_FRAMEBUFFER,
      this->DPDepthBufferTextureObject);

    this->DPFBO->AddColorAttachment(
      GL_FRAMEBUFFER, 0U,
      this->DPColorTextureObject);
  }


  this->DPFBO->ActivateDrawBuffers(1);
  this->DPFBO->CheckFrameBufferStatus(GL_FRAMEBUFFER);

  // Setup the contour polydata mapper to render to DPFBO
  this->ContourMapper->SetInputConnection(
    this->ContourFilter->GetOutputPort());

  glClearColor(0.0, 0.0, 0.0, 0.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glEnable(GL_DEPTH_TEST);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ExitDepthPass(
  vtkRenderer* vtkNotUsed(ren))
{
  this->DPFBO->DeactivateDrawBuffers();
  this->DPFBO->RestorePreviousBindingsAndBuffers();

  this->DPDepthBufferTextureObject->Deactivate();
  this->DPColorTextureObject->Deactivate();
  glDisable(GL_DEPTH_TEST);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal
  ::ReleaseRenderToTextureGraphicsResources(vtkWindow* win)
{
  vtkOpenGLRenderWindow *rwin =
   vtkOpenGLRenderWindow::SafeDownCast(win);

  if (rwin)
  {
    if (this->FBO)
    {
      this->FBO->Delete();
      this->FBO = 0;
    }

    if (this->RTTDepthBufferTextureObject)
    {
      this->RTTDepthBufferTextureObject->ReleaseGraphicsResources(win);
      this->RTTDepthBufferTextureObject->Delete();
      this->RTTDepthBufferTextureObject = 0;
    }

    if (this->RTTDepthTextureObject)
    {
      this->RTTDepthTextureObject->ReleaseGraphicsResources(win);
      this->RTTDepthTextureObject->Delete();
      this->RTTDepthTextureObject = 0;
    }

    if (this->RTTColorTextureObject)
    {
      this->RTTColorTextureObject->ReleaseGraphicsResources(win);
      this->RTTColorTextureObject->Delete();
      this->RTTColorTextureObject = 0;
    }
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal
  ::ReleaseDepthPassGraphicsResources(vtkWindow* win)
{
  vtkOpenGLRenderWindow *rwin =
   vtkOpenGLRenderWindow::SafeDownCast(win);

  if (rwin)
  {
    if (this->DPFBO)
    {
      this->DPFBO->Delete();
      this->DPFBO = 0;
    }

    if (this->DPDepthBufferTextureObject)
    {
      this->DPDepthBufferTextureObject->ReleaseGraphicsResources(win);
      this->DPDepthBufferTextureObject->Delete();
      this->DPDepthBufferTextureObject = 0;
    }

    if (this->DPColorTextureObject)
    {
      this->DPColorTextureObject->ReleaseGraphicsResources(win);
      this->DPColorTextureObject->Delete();
      this->DPColorTextureObject = 0;
    }

    this->ContourMapper->ReleaseGraphicsResources(win);
  }
}

//----------------------------------------------------------------------------
vtkOpenGLGPUVolumeRayCastMapper::vtkOpenGLGPUVolumeRayCastMapper() :
  vtkGPUVolumeRayCastMapper()
{
  this->Impl = new vtkInternal(this);
  this->ReductionFactor = 1.0;
  this->CurrentPass = RenderPass;
  this->NoiseTextureSize[0] = this->NoiseTextureSize[1] = -1;
  this->NoiseGenerator = NULL;

  this->ResourceCallback = new vtkOpenGLResourceFreeCallback<vtkOpenGLGPUVolumeRayCastMapper>(this,
    &vtkOpenGLGPUVolumeRayCastMapper::ReleaseGraphicsResources);

  this->VolumeTexture = vtkVolumeTexture::New();
  this->VolumeTexture->SetMapper(this);
}

//----------------------------------------------------------------------------
vtkOpenGLGPUVolumeRayCastMapper::~vtkOpenGLGPUVolumeRayCastMapper()
{
  if (this->ResourceCallback)
  {
    this->ResourceCallback->Release();
    delete this->ResourceCallback;
    this->ResourceCallback = NULL;
  }

  if (this->NoiseGenerator)
  {
    this->NoiseGenerator->Delete();
    this->NoiseGenerator = NULL;
  }

  delete this->Impl;
  this->Impl = NULL;

  this->VolumeTexture->Delete();
  this->VolumeTexture = NULL;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os, indent);

  os << indent << "ReductionFactor: " << this->ReductionFactor << "\n";
  os << indent << "CurrentPass: " << this->CurrentPass << "\n";
}

//----------------------------------------------------------------------------
vtkTextureObject* vtkOpenGLGPUVolumeRayCastMapper::GetDepthTexture()
{
  return this->Impl->RTTDepthTextureObject;
}

//----------------------------------------------------------------------------
vtkTextureObject* vtkOpenGLGPUVolumeRayCastMapper::GetColorTexture()
{
 return this->Impl->RTTColorTextureObject;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::GetDepthImage(vtkImageData* output)
{
  return this->Impl->ConvertTextureToImageData(
    this->Impl->RTTDepthTextureObject, output);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::GetColorImage(vtkImageData* output)
{
  return this->Impl->ConvertTextureToImageData(
    this->Impl->RTTColorTextureObject, output);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReleaseGraphicsResources(
  vtkWindow *window)
{
  if (!this->ResourceCallback->IsReleasing())
  {
    this->ResourceCallback->Release();
    return;
  }

  this->Impl->DeleteBufferObjects();

  if (this->VolumeTexture)
  {
    this->VolumeTexture->ReleaseGraphicsResources(window);
  }

  if (this->Impl->NoiseTextureObject)
  {
    this->Impl->NoiseTextureObject->ReleaseGraphicsResources(window);
    this->Impl->NoiseTextureObject->Delete();
    this->Impl->NoiseTextureObject = NULL;
  }

  if (this->Impl->DepthTextureObject)
  {
    this->Impl->DepthTextureObject->ReleaseGraphicsResources(window);
    this->Impl->DepthTextureObject->Delete();
    this->Impl->DepthTextureObject = NULL;
  }

  this->Impl->ReleaseRenderToTextureGraphicsResources(window);
  this->Impl->ReleaseDepthPassGraphicsResources(window);

  if(this->Impl->MaskTextures != NULL)
  {
    if(!this->Impl->MaskTextures->Map.empty())
    {
      std::map<vtkImageData*, vtkVolumeMask*>::iterator it =
        this->Impl->MaskTextures->Map.begin();
      while(it != this->Impl->MaskTextures->Map.end())
      {
        vtkVolumeMask* texture = (*it).second;
        texture->ReleaseGraphicsResources(window);
        delete texture;
        ++it;
      }
      this->Impl->MaskTextures->Map.clear();
    }
  }

  if(this->Impl->RGBTables)
  {
    this->Impl->RGBTables->ReleaseGraphicsResources(window);
    delete this->Impl->RGBTables;
    this->Impl->RGBTables = NULL;
  }

  if(this->Impl->Mask1RGBTable)
  {
    this->Impl->Mask1RGBTable->ReleaseGraphicsResources(window);
    this->Impl->Mask1RGBTable->Delete();
    this->Impl->Mask1RGBTable = NULL;
  }

  if(this->Impl->Mask2RGBTable)
  {
    this->Impl->Mask2RGBTable->ReleaseGraphicsResources(window);
    this->Impl->Mask2RGBTable->Delete();
    this->Impl->Mask2RGBTable = NULL;
  }

  if(this->Impl->OpacityTables)
  {
    this->Impl->OpacityTables->ReleaseGraphicsResources(window);
    delete this->Impl->OpacityTables;
    this->Impl->OpacityTables = NULL;
  }

  if (this->Impl->GradientOpacityTables)
  {
    this->Impl->GradientOpacityTables->ReleaseGraphicsResources(window);
    delete this->Impl->GradientOpacityTables;
    this->Impl->GradientOpacityTables = NULL;
  }

  this->Impl->ReleaseResourcesTime.Modified();
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::BuildShader(vtkRenderer* ren,
                                                  vtkVolume* vol,
                                                  int noOfComponents)
{
  std::string vertexShader (raycastervs);
  std::string fragmentShader (raycasterfs);

  // Every volume should have a property (cannot be NULL);
  vtkVolumeProperty* volumeProperty = vol->GetProperty();
  int independentComponents = volumeProperty->GetIndependentComponents();

  if (volumeProperty->GetShade())
  {
    vtkLightCollection* lc = ren->GetLights();
    vtkLight* light;
    this->Impl->NumberOfLights = 0;

    // Compute light complexity.
    vtkCollectionSimpleIterator sit;
    for (lc->InitTraversal(sit); (light = lc->GetNextLight(sit)); )
    {
      float status = light->GetSwitch();
      if (status > 0.0)
      {
        this->Impl->NumberOfLights++;
        if (this->Impl->LightComplexity == 0)
        {
          this->Impl->LightComplexity = 1;
        }
      }

      if (this->Impl->LightComplexity == 1
          && (this->Impl->NumberOfLights > 1
            || light->GetIntensity() != 1.0
            || light->GetLightType() != VTK_LIGHT_TYPE_HEADLIGHT))
      {
        this->Impl->LightComplexity = 2;
      }

      if (this->Impl->LightComplexity < 3
          && (light->GetPositional()))
      {
        this->Impl->LightComplexity = 3;
        break;
      }
    }
  }

  // Base methods replacements
  //--------------------------------------------------------------------------
  vertexShader = vtkvolume::replace(
    vertexShader,
    "//VTK::ComputeClipPos::Impl",
    vtkvolume::ComputeClipPositionImplementation(ren, this, vol),
    true);

  vertexShader = vtkvolume::replace(
    vertexShader,
    "//VTK::ComputeTextureCoords::Impl",
    vtkvolume::ComputeTextureCoordinates(ren, this, vol),
    true);

  vertexShader = vtkvolume::replace(
    vertexShader,
    "//VTK::Base::Dec",
    vtkvolume::BaseDeclarationVertex(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Base::Dec",
    vtkvolume::BaseDeclarationFragment(ren, this, vol, this->Impl->NumberOfLights,
                                       this->Impl->LightComplexity,
                                       vol->GetProperty()->HasGradientOpacity(),
                                       noOfComponents, independentComponents),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Base::Init",
    vtkvolume::BaseInit(ren, this, vol, this->Impl->LightComplexity),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Base::Impl",
    vtkvolume::BaseImplementation(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Base::Exit",
    vtkvolume::BaseExit(ren, this, vol),
    true);

  // Termination methods replacements
  //--------------------------------------------------------------------------
  vertexShader = vtkvolume::replace(
    vertexShader,
    "//VTK::Termination::Dec",
    vtkvolume::TerminationDeclarationVertex(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Termination::Dec",
    vtkvolume::TerminationDeclarationFragment(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Terminate::Init",
    vtkvolume::TerminationInit(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Terminate::Impl",
    vtkvolume::TerminationImplementation(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Terminate::Exit",
    vtkvolume::TerminationExit(ren, this, vol),
    true);

  // Shading methods replacements
  //--------------------------------------------------------------------------
  vertexShader = vtkvolume::replace(
    vertexShader,
    "//VTK::Shading::Dec",
    vtkvolume::ShadingDeclarationVertex(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Shading::Dec",
    vtkvolume::ShadingDeclarationFragment(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Shading::Init",
    vtkvolume::ShadingInit(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Shading::Impl",
    vtkvolume::ShadingImplementation(ren, this, vol, this->MaskInput,
                                     this->Impl->CurrentMask,
                                     this->MaskType, noOfComponents,
                                     independentComponents),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Shading::Exit",
    vtkvolume::ShadingExit(ren, this, vol, noOfComponents,
                           independentComponents),
    true);


  // Compute methods replacements
  //--------------------------------------------------------------------------
  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::ComputeOpacity::Dec",
    vtkvolume::ComputeOpacityDeclaration(ren, this, vol, noOfComponents,
                                         independentComponents,
                                         this->Impl->OpacityTablesMap),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::ComputeGradient::Dec",
    vtkvolume::ComputeGradientDeclaration(ren, this, vol, noOfComponents,
                                          independentComponents,
                                          this->Impl->GradientOpacityTablesMap),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::ComputeColor::Dec",
    vtkvolume::ComputeColorDeclaration(ren, this, vol, noOfComponents,
                                       independentComponents,
                                       this->Impl->RGBTablesMap),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::ComputeLighting::Dec",
    vtkvolume::ComputeLightingDeclaration(ren, this, vol, noOfComponents,
                                          independentComponents,
                                          this->Impl->NumberOfLights,
                                          this->Impl->LightComplexity),
    true);

  fragmentShader = vtkvolume::replace(fragmentShader,
                                      "//VTK::ComputeRayDirection::Dec",
      vtkvolume::ComputeRayDirectionDeclaration(ren, this, vol,noOfComponents),
    true);

  // Cropping methods replacements
  //--------------------------------------------------------------------------
  vertexShader = vtkvolume::replace(
    vertexShader,
    "//VTK::Cropping::Dec",
    vtkvolume::CroppingDeclarationVertex(ren, this, vol),
    true);
  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Cropping::Dec",
    vtkvolume::CroppingDeclarationFragment(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Cropping::Init",
    vtkvolume::CroppingInit(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Cropping::Impl",
    vtkvolume::CroppingImplementation(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Cropping::Exit",
    vtkvolume::CroppingExit(ren, this, vol),
    true);

  // Clipping methods replacements
  //--------------------------------------------------------------------------
  vertexShader = vtkvolume::replace(
    vertexShader,
    "//VTK::Clipping::Dec",
    vtkvolume::ClippingDeclarationVertex(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Clipping::Dec",
    vtkvolume::ClippingDeclarationFragment(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Clipping::Init",
    vtkvolume::ClippingInit(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Clipping::Impl",
    vtkvolume::ClippingImplementation(ren, this, vol),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::Clipping::Exit",
    vtkvolume::ClippingExit(ren, this, vol),
    true);

  // Masking methods replacements
  //--------------------------------------------------------------------------
  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::BinaryMask::Dec",
    vtkvolume::BinaryMaskDeclaration(ren, this, vol, this->MaskInput,
                                     this->Impl->CurrentMask,
                                     this->MaskType),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::BinaryMask::Impl",
    vtkvolume::BinaryMaskImplementation(ren, this, vol, this->MaskInput,
                                        this->Impl->CurrentMask,
                                        this->MaskType),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::CompositeMask::Dec",
    vtkvolume::CompositeMaskDeclarationFragment(
      ren, this, vol, this->MaskInput,
      this->Impl->CurrentMask,
      this->MaskType),
    true);

  fragmentShader = vtkvolume::replace(
    fragmentShader,
    "//VTK::CompositeMask::Impl",
    vtkvolume::CompositeMaskImplementation(
      ren, this, vol, this->MaskInput,
      this->Impl->CurrentMask,
      this->MaskType,
      noOfComponents),
    true);

  // Picking replacements
  //--------------------------------------------------------------------------
  if (this->Impl->CurrentSelectionPass != (vtkHardwareSelector::MIN_KNOWN_PASS - 1))
  {
    switch(this->Impl->CurrentSelectionPass)
    {
      case vtkHardwareSelector::ID_LOW24:
        fragmentShader = vtkvolume::replace(fragmentShader, "//VTK::Picking::Exit",
          vtkvolume::PickingIdLow24PassExit(ren, this, vol), true);
        break;
      case vtkHardwareSelector::ID_MID24:
        fragmentShader = vtkvolume::replace(fragmentShader, "//VTK::Picking::Exit",
          vtkvolume::PickingIdMid24PassExit(ren, this, vol), true);
        break;
      default: // ACTOR_PASS, PROCESS_PASS
        fragmentShader = vtkvolume::replace(fragmentShader, "//VTK::Picking::Dec",
          vtkvolume::PickingActorPassDeclaration(ren, this, vol), true);

        fragmentShader = vtkvolume::replace(fragmentShader, "//VTK::Picking::Exit",
          vtkvolume::PickingActorPassExit(ren, this, vol), true);
        break;
    }
  }

  // Render to texture
  //--------------------------------------------------------------------------
  if (this->RenderToImage)
  {
    fragmentShader = vtkvolume::replace(
      fragmentShader,
      "//VTK::RenderToImage::Init",
      vtkvolume::RenderToImageInit(
        ren, this, vol), true);

    fragmentShader = vtkvolume::replace(
      fragmentShader,
      "//VTK::RenderToImage::Impl",
      vtkvolume::RenderToImageImplementation(
        ren, this, vol), true);

    fragmentShader = vtkvolume::replace(
      fragmentShader,
      "//VTK::RenderToImage::Exit",
      vtkvolume::RenderToImageExit(
        ren, this, vol), true);
  }

  // Now compile the shader
  //--------------------------------------------------------------------------
  this->Impl->ShaderProgram = this->Impl->ShaderCache->ReadyShaderProgram(
    vertexShader.c_str(), fragmentShader.c_str(), "");
  if (!this->Impl->ShaderProgram || !this->Impl->ShaderProgram->GetCompiled())
  {
    vtkErrorMacro("Shader failed to compile");
  }

  this->Impl->ShaderBuildTime.Modified();
}

//-----------------------------------------------------------------------------
// Update the reduction factor of the render viewport (this->ReductionFactor)
// according to the time spent in seconds to render the previous frame
// (this->TimeToDraw) and a time in seconds allocated to render the next
// frame (allocatedTime).
// \pre valid_current_reduction_range: this->ReductionFactor>0.0 && this->ReductionFactor<=1.0
// \pre positive_TimeToDraw: this->TimeToDraw>=0.0
// \pre positive_time: allocatedTime>0.0
// \post valid_new_reduction_range: this->ReductionFactor>0.0 && this->ReductionFactor<=1.0
//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ComputeReductionFactor(
  double allocatedTime)
{
  if ( !this->AutoAdjustSampleDistances )
  {
    this->ReductionFactor = 1.0 / this->ImageSampleDistance;
    return;
  }

  if ( this->TimeToDraw )
  {
    double oldFactor = this->ReductionFactor;

    double timeToDraw;
    if (allocatedTime < 1.0)
    {
      timeToDraw = this->SmallTimeToDraw;
      if ( timeToDraw == 0.0 )
      {
        timeToDraw = this->BigTimeToDraw/3.0;
      }
    }
    else
    {
      timeToDraw = this->BigTimeToDraw;
    }

    // This should be the case when rendering the volume very first time
    // 10.0 is an arbitrary value chosen which happen to a large number
    // in this context
    if ( timeToDraw == 0.0 )
    {
      timeToDraw = 10.0;
    }

    double fullTime = timeToDraw / this->ReductionFactor;
    double newFactor = allocatedTime / fullTime;

    // Compute average factor
    this->ReductionFactor = (newFactor + oldFactor)/2.0;

    // Discretize reduction factor so that it doesn't cause
    // visual artifacts when used to reduce the sample distance
    this->ReductionFactor = (this->ReductionFactor > 1.0) ? 1.0 :
                              (this->ReductionFactor);

    if (this->ReductionFactor < 0.20)
    {
      this->ReductionFactor = 0.10;
    }
    else if (this->ReductionFactor < 0.50)
    {
      this->ReductionFactor = 0.20;
    }
    else if (this->ReductionFactor < 1.0)
    {
      this->ReductionFactor = 0.50;
    }

    // Clamp it
    if ( 1.0/this->ReductionFactor > this->MaximumImageSampleDistance )
    {
      this->ReductionFactor = 1.0 / this->MaximumImageSampleDistance;
    }
    if ( 1.0/this->ReductionFactor < this->MinimumImageSampleDistance )
    {
      this->ReductionFactor = 1.0 / this->MinimumImageSampleDistance;
    }
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::GPURender(vtkRenderer* ren,
                                                vtkVolume* vol)
{
  vtkOpenGLClearErrorMacro();

  this->ResourceCallback->RegisterGraphicsResources(
    static_cast<vtkOpenGLRenderWindow *>(ren->GetRenderWindow()));

  this->Impl->TempMatrix1->Identity();

  this->Impl->NeedToInitializeResources  =
    (this->Impl->ReleaseResourcesTime.GetMTime() >
    this->Impl->InitializationTime.GetMTime());

  // Make sure the context is current
  vtkOpenGLRenderWindow* renWin =
    vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());
  renWin->MakeCurrent();

  // Update in_volume first to make sure states are current
  vol->Update();

  // Get the input
  vtkImageData* input = this->GetTransformedInput();

  // Get the volume property (must have one)
  vtkVolumeProperty* volumeProperty = vol->GetProperty();

  // Get the camera
  vtkOpenGLCamera* cam = vtkOpenGLCamera::SafeDownCast(ren->GetActiveCamera());

  // Check whether we have independent components or not
  int independentComponents = volumeProperty->GetIndependentComponents();

  // Get window size and corners
  ren->GetTiledSizeAndOrigin(
    this->Impl->WindowSize, this->Impl->WindowSize + 1,
    this->Impl->WindowLowerLeft, this->Impl->WindowLowerLeft + 1);

  vtkDataArray* scalars = this->GetScalars(input,
                          this->ScalarMode,
                          this->ArrayAccessMode,
                          this->ArrayId,
                          this->ArrayName,
                          this->CellFlag);

  // How many components are there?
  int noOfComponents = scalars->GetNumberOfComponents();

  // Allocate important variables
  this->Impl->Bias.resize(noOfComponents, 0.0);


  if (this->Impl->NeedToInitializeResources ||
      (volumeProperty->GetMTime() >
       this->Impl->InitializationTime.GetMTime()))
  {
    this->Impl->Initialize(ren, vol, noOfComponents,
                           independentComponents);
  }

  // Three dependent components are not supported
  if ((noOfComponents == 3) && !independentComponents)
  {
    vtkErrorMacro("Three dependent components are not supported");
  }

  // Update the volume if needed
  bool volumeModified = false;
  if (this->Impl->NeedToInitializeResources ||
      (input->GetMTime() > this->Impl->InputUpdateTime.GetMTime()))
  {
    volumeModified = true;
    input->GetDimensions(this->Impl->Dimensions);

    // Update bounds, data, and geometry
    this->VolumeTexture->LoadVolume(ren, input, scalars,
      volumeProperty->GetInterpolationType());

    this->Impl->ComputeBounds(input);
    this->Impl->ComputeCellToPointMatrix();
    this->Impl->LoadMask(ren, input, this->MaskInput,
                         this->Impl->Extents, vol);
  }
  else
  {
    this->Impl->LoadMask(ren, input, this->MaskInput, this->Impl->Extents, vol);
    this->Impl->UpdateVolume(volumeProperty);
  }

  // Mask
  vtkVolumeMask* mask = 0;
  if(this->MaskInput != 0)
  {
    std::map<vtkImageData *,vtkVolumeMask*>::iterator it2 =
      this->Impl->MaskTextures->Map.find(this->MaskInput);
    if(it2 == this->Impl->MaskTextures->Map.end())
    {
      mask=0;
    }
    else
    {
      mask=(*it2).second;
    }
  }
  this->Impl->CurrentMask = mask;

  this->ComputeReductionFactor(vol->GetAllocatedRenderTime());
  this->Impl->UpdateSamplingDistance(input, ren, vol);

  // Update the transfer functions
  if (independentComponents)
  {
    for (int i = 0; i < noOfComponents; ++i)
    {
      this->Impl->UpdateOpacityTransferFunction(ren, vol, i);
      this->Impl->UpdateGradientOpacityTransferFunction(ren, vol, i);
      this->Impl->UpdateColorTransferFunction(ren, vol, i);
    }
  }
  else
  {
    if (noOfComponents == 2 || noOfComponents == 4)
    {
      this->Impl->UpdateOpacityTransferFunction(ren, vol, noOfComponents - 1);
      this->Impl->UpdateGradientOpacityTransferFunction(ren, vol,
                                                        noOfComponents - 1);
      this->Impl->UpdateColorTransferFunction(ren, vol, 0);
    }
  }

  // Update noise sampler texture
  if (this->UseJittering)
  {
    this->Impl->CreateNoiseTexture(ren);
  }

  // Grab depth sampler buffer (to handle cases when we are rendering geometry
  // and in_volume together
  this->Impl->CaptureDepthTexture(ren, vol);

  this->Impl->ShaderCache = vtkOpenGLRenderWindow::SafeDownCast(
    ren->GetRenderWindow())->GetShaderCache();

  this->Impl->CheckPickingState(ren);

  if (this->UseDepthPass && this->GetBlendMode() ==
      vtkVolumeMapper::COMPOSITE_BLEND)
  {
    this->CurrentPass = DepthPass;

    if (this->Impl->NeedToInitializeResources ||
        volumeProperty->GetMTime() > this->Impl->DepthPassSetupTime.GetMTime() ||
        this->GetMTime() > this->Impl->DepthPassSetupTime.GetMTime() ||
        cam->GetParallelProjection() != this->Impl->LastProjectionParallel ||
        this->Impl->SelectionStateTime.GetMTime() > this->Impl->ShaderBuildTime.GetMTime())
    {
      this->Impl->LastProjectionParallel =
        cam->GetParallelProjection();

      this->Impl->ContourFilter->SetInputData(input);
      for (int i = 0; i < this->GetDepthPassContourValues()->GetNumberOfContours(); ++i)
      {
        this->Impl->ContourFilter->SetValue(i,
          this->DepthPassContourValues->GetValue(i));
      }

      vtkNew<vtkMatrix4x4> newMatrix;
      newMatrix->DeepCopy(vol->GetMatrix());

      this->Impl->SetupDepthPass(ren);

      this->Impl->ContourActor->Render(ren,
                                       this->Impl->ContourMapper.GetPointer());

      this->Impl->ExitDepthPass(ren);

      this->Impl->DepthPassSetupTime.Modified();
      this->Impl->DepthPassTime.Modified();

      this->CurrentPass = RenderPass;
      this->BuildShader(ren, vol, noOfComponents);
    }
    else if (cam->GetMTime() > this->Impl->DepthPassTime.GetMTime())
    {
      this->Impl->SetupDepthPass(ren);

      this->Impl->ContourActor->Render(ren,
                                       this->Impl->ContourMapper.GetPointer());

      this->Impl->ExitDepthPass(ren);
      this->Impl->DepthPassTime.Modified();

      this->CurrentPass = RenderPass;
    }

    // Configure picking begin (changes blending, so needs to be called before
    // vtkVolumeStateRAII)
    if (this->Impl->IsPicking)
    {
      this->Impl->BeginPicking(ren);
    }
    // Set OpenGL states
    vtkVolumeStateRAII glState;

    if (this->RenderToImage)
    {
      this->Impl->SetupRenderToTexture(ren);
    }

    // NOTE: This is a must call or else, multiple viewport
    // rendering would not work. We need this primarily because
    // FBO set it otherwise.
    glViewport(this->Impl->WindowLowerLeft[0],
               this->Impl->WindowLowerLeft[1],
               this->Impl->WindowSize[0],
               this->Impl->WindowSize[1]);

    renWin->GetShaderCache()->ReadyShaderProgram(this->Impl->ShaderProgram);

    this->Impl->DPDepthBufferTextureObject->Activate();
    this->Impl->ShaderProgram->SetUniformi("in_depthPassSampler",
      this->Impl->DPDepthBufferTextureObject->GetTextureUnit());

    this->DoGPURender(ren, vol, cam, this->Impl->ShaderProgram,
                      noOfComponents, independentComponents);

    this->Impl->DPDepthBufferTextureObject->Deactivate();
  }
  else
  {
    // Configure picking begin (changes blending, so needs to be called before
    // vtkVolumeStateRAII)
    if (this->Impl->IsPicking)
    {
      this->Impl->BeginPicking(ren);
    }
    // Set OpenGL states
    vtkVolumeStateRAII glState;

    // Build shader now
    // First get the shader cache from the render window. This is important
    // to make sure that shader cache knows the state of various shader programs
    // in use.
    if (this->Impl->NeedToInitializeResources ||
        volumeProperty->GetMTime() >
        this->Impl->ShaderBuildTime.GetMTime() ||
        this->GetMTime() > this->Impl->ShaderBuildTime.GetMTime() ||
        cam->GetParallelProjection() != this->Impl->LastProjectionParallel ||
        this->Impl->SelectionStateTime.GetMTime() > this->Impl->ShaderBuildTime.GetMTime())
    {
      this->Impl->LastProjectionParallel =
        cam->GetParallelProjection();
      this->BuildShader(ren, vol, noOfComponents);
    }
    else
    {
      // Bind the shader
      this->Impl->ShaderCache->ReadyShaderProgram(
        this->Impl->ShaderProgram);
    }

    if (this->RenderToImage)
    {
      this->Impl->SetupRenderToTexture(ren);


      this->DoGPURender(ren, vol, cam, this->Impl->ShaderProgram,
                         noOfComponents, independentComponents);

      this->Impl->ExitRenderToTexture(ren);
    }
    else
    {
      this->DoGPURender(ren, vol, cam, this->Impl->ShaderProgram,
                         noOfComponents, independentComponents);
    }
  }

  // Configure picking end
  if (this->Impl->IsPicking)
  {
    this->Impl->EndPicking(ren);
  }

  if (volumeModified)
  {
    this->Impl->InputUpdateTime.Modified();
  }

  glFinish();
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::DoGPURender(vtkRenderer* ren,
                                                  vtkVolume* vol,
                                                  vtkOpenGLCamera* cam,
                                                  vtkShaderProgram* prog,
                                                  int noOfComponents,
                                                  int independentComponents)
{
  // if the shader didn't compile return
  if (!prog)
  {
    return;
  }

  // Cell spacing is required to be computed globally (full volume extents)
  // given that gradients are computed globally (not per block).
  float fvalue3[3]; /* temporary value container */
  vtkInternal::ToFloat(this->Impl->CellSpacing, fvalue3);
  prog->SetUniform3fv("in_cellSpacing", 1, &fvalue3);

  // Sort blocks in case the viewpoint changed, it immediately returns if there
  // is a single block.
  this->VolumeTexture->SortBlocksBackToFront(ren, vol->GetMatrix());

  vtkVolumeTexture::VolumeBlock* block = this->VolumeTexture->GetNextBlock();

  while(block != NULL)
  {
  this->Impl->ComputeBounds(block->ImageData);

  // Cell step/scale are adjusted per block.
  // Step should be dependent on the bounds and not on the texture size
  // since we can have a non-uniform voxel size / spacing / aspect ratio.
  this->Impl->CellStep[0] =
    (1.0/static_cast<double>(this->Impl->Extents[1] - this->Impl->Extents[0]));
  this->Impl->CellStep[1] =
    (1.0/static_cast<double>(this->Impl->Extents[3] - this->Impl->Extents[2]));
  this->Impl->CellStep[2] =
    (1.0/static_cast<double>(this->Impl->Extents[5] - this->Impl->Extents[4]));

  this->Impl->CellScale[0] = (this->Impl->LoadedBounds[1] -
                              this->Impl->LoadedBounds[0]) * 0.5;
  this->Impl->CellScale[1] = (this->Impl->LoadedBounds[3] -
                              this->Impl->LoadedBounds[2]) * 0.5;
  this->Impl->CellScale[2] = (this->Impl->LoadedBounds[5] -
                              this->Impl->LoadedBounds[4]) * 0.5;

  vtkInternal::ToFloat(this->Impl->CellStep, fvalue3);
  prog->SetUniform3fv("in_cellStep", 1, &fvalue3);
  vtkInternal::ToFloat(this->Impl->CellScale, fvalue3);
  prog->SetUniform3fv("in_cellScale", 1, &fvalue3);

  // Update sampling distance
  this->Impl->DatasetStepSize[0] = 1.0 / (this->Impl->LoadedBounds[1] -
                                          this->Impl->LoadedBounds[0]);
  this->Impl->DatasetStepSize[1] = 1.0 / (this->Impl->LoadedBounds[3] -
                                          this->Impl->LoadedBounds[2]);
  this->Impl->DatasetStepSize[2] = 1.0 / (this->Impl->LoadedBounds[5] -
                                          this->Impl->LoadedBounds[4]);

  // Compute texture to dataset matrix
  this->Impl->TextureToDataSetMat->Identity();
  this->Impl->TextureToDataSetMat->SetElement(0, 0,
    (1.0 / this->Impl->DatasetStepSize[0]));
  this->Impl->TextureToDataSetMat->SetElement(1, 1,
    (1.0 / this->Impl->DatasetStepSize[1]));
  this->Impl->TextureToDataSetMat->SetElement(2, 2,
    (1.0 / this->Impl->DatasetStepSize[2]));
  this->Impl->TextureToDataSetMat->SetElement(3, 3,
    1.0);
  this->Impl->TextureToDataSetMat->SetElement(0, 3,
    this->Impl->LoadedBounds[0]);
  this->Impl->TextureToDataSetMat->SetElement(1, 3,
    this->Impl->LoadedBounds[2]);
  this->Impl->TextureToDataSetMat->SetElement(2, 3,
    this->Impl->LoadedBounds[4]);

  // Activate/bind DepthTextureObject to a texture unit first as it was already
  // activated in CaptureDepthTexture. Certain APPLE implementations seem to be
  // sensitive to swaping the activation order (causing GL_INVALID_OPERATION after
  // the glDraw call).
#if GL_ES_VERSION_3_0 != 1
  // currently broken on ES
  this->Impl->DepthTextureObject->Activate();
  prog->SetUniformi("in_depthSampler",
    this->Impl->DepthTextureObject->GetTextureUnit());
#endif

  // Bind current volume texture
  block->TextureObject->Activate();
  prog->SetUniformi("in_volume", block->TextureObject->GetTextureUnit());

  // Temporary variables
  float fvalue2[2];
  float fvalue4[4];

  vtkVolumeProperty* volumeProperty = vol->GetProperty();

  // Bind textures
  //--------------------------------------------------------------------------
  // Opacity, color, and gradient opacity samplers / textures
  int numberOfSamplers = (independentComponents ? noOfComponents : 1);

  for (int i = 0; i < numberOfSamplers; ++i)
  {
    this->Impl->OpacityTables->GetTable(i)->Activate();
    prog->SetUniformi(
      this->Impl->OpacityTablesMap[i].c_str(),
      this->Impl->OpacityTables->GetTable(i)->GetTextureUnit());

    if (this->BlendMode != vtkGPUVolumeRayCastMapper::ADDITIVE_BLEND)
    {
      this->Impl->RGBTables->GetTable(i)->Activate();
      prog->SetUniformi(
        this->Impl->RGBTablesMap[i].c_str(),
        this->Impl->RGBTables->GetTable(i)->GetTextureUnit());
    }

    if (this->Impl->GradientOpacityTables)
    {
      this->Impl->GradientOpacityTables->GetTable(i)->Activate();
      prog->SetUniformi(
        this->Impl->GradientOpacityTablesMap[i].c_str(),
        this->Impl->GradientOpacityTables->GetTable(i)->GetTextureUnit());
    }
  }

  if (this->Impl->NoiseTextureObject)
  {
    this->Impl->NoiseTextureObject->Activate();
    prog->SetUniformi("in_noiseSampler",
      this->Impl->NoiseTextureObject->GetTextureUnit());
  }

  if (this->Impl->CurrentMask)
  {
    this->Impl->CurrentMask->Activate();
    prog->SetUniformi(
      "in_mask", this->Impl->CurrentMask->GetTextureUnit());
  }

  if(noOfComponents == 1 &&
     this->BlendMode != vtkGPUVolumeRayCastMapper::ADDITIVE_BLEND)
  {
    if (this->MaskInput != 0 && this->MaskType == LabelMapMaskType)
    {
      this->Impl->Mask1RGBTable->Activate();
      prog->SetUniformi("in_mask1",
        this->Impl->Mask1RGBTable->GetTextureUnit());

      this->Impl->Mask2RGBTable->Activate();
      prog->SetUniformi("in_mask2", this->Impl->Mask2RGBTable->GetTextureUnit());
      prog->SetUniformf("in_maskBlendFactor", this->MaskBlendFactor);
    }
  }

  // Bind light and material properties
  //--------------------------------------------------------------------------
  this->Impl->SetLightingParameters(ren, prog, vol);

  float ambient[4][3];
  float diffuse[4][3];
  float specular[4][3];
  float specularPower[4];

  for (int i = 0; i < numberOfSamplers; ++i)
  {
    ambient[i][0] = ambient[i][1] = ambient[i][2] =
      volumeProperty->GetAmbient(i);
    diffuse[i][0] = diffuse[i][1] = diffuse[i][2] =
      volumeProperty->GetDiffuse(i);
    specular[i][0] = specular[i][1] = specular[i][2] =
      volumeProperty->GetSpecular(i);
    specularPower[i] = volumeProperty->GetSpecularPower(i);
  }

  prog->SetUniform3fv("in_ambient", numberOfSamplers, ambient);
  prog->SetUniform3fv("in_diffuse", numberOfSamplers, diffuse);
  prog->SetUniform3fv("in_specular", numberOfSamplers, specular);
  prog->SetUniform1fv("in_shininess", numberOfSamplers, specularPower);

  // Bind matrices
  //--------------------------------------------------------------------------
  vtkMatrix4x4* glTransformMatrix;
  vtkMatrix4x4* modelViewMatrix;
  vtkMatrix3x3* normalMatrix;
  vtkMatrix4x4* projectionMatrix;
  cam->GetKeyMatrices(ren, modelViewMatrix, normalMatrix,
                      projectionMatrix, glTransformMatrix);

  this->Impl->InverseProjectionMat->DeepCopy(projectionMatrix);
  this->Impl->InverseProjectionMat->Invert();
  prog->SetUniformMatrix("in_projectionMatrix", projectionMatrix);
  prog->SetUniformMatrix("in_inverseProjectionMatrix",
                         this->Impl->InverseProjectionMat.GetPointer());

  this->Impl->InverseModelViewMat->DeepCopy(modelViewMatrix);
  this->Impl->InverseModelViewMat->Invert();
  prog->SetUniformMatrix("in_modelViewMatrix", modelViewMatrix);
  prog->SetUniformMatrix("in_inverseModelViewMatrix",
                         this->Impl->InverseModelViewMat.GetPointer());

  this->Impl->TempMatrix1->DeepCopy(vol->GetMatrix());
  this->Impl->TempMatrix1->Transpose();
  this->Impl->InverseVolumeMat->DeepCopy(this->Impl->TempMatrix1.GetPointer());
  this->Impl->InverseVolumeMat->Invert();
  prog->SetUniformMatrix("in_volumeMatrix",
                         this->Impl->TempMatrix1.GetPointer());
  prog->SetUniformMatrix("in_inverseVolumeMatrix",
                         this->Impl->InverseVolumeMat.GetPointer());

  this->Impl->TempMatrix1->DeepCopy(this->Impl->TextureToDataSetMat.GetPointer());

  vtkMatrix4x4::Multiply4x4(vol->GetMatrix(),
                            this->Impl->TempMatrix1.GetPointer(),
                            this->Impl->TextureToEyeTransposeInverse.GetPointer());

  vtkMatrix4x4::Multiply4x4(modelViewMatrix,
                            this->Impl->TextureToEyeTransposeInverse.GetPointer(),
                            this->Impl->TextureToEyeTransposeInverse.GetPointer());

  this->Impl->TempMatrix1->Transpose();
  this->Impl->InverseTextureToDataSetMat->DeepCopy(
    this->Impl->TempMatrix1.GetPointer());
  this->Impl->InverseTextureToDataSetMat->Invert();

  prog->SetUniformMatrix("in_textureDatasetMatrix",
                         this->Impl->TempMatrix1.GetPointer());
  prog->SetUniformMatrix("in_inverseTextureDatasetMatrix",
                         this->Impl->InverseTextureToDataSetMat.GetPointer());
  prog->SetUniformMatrix("in_textureToEye",
                         this->Impl->TextureToEyeTransposeInverse.GetPointer());

  // Bind other misc parameters
  //--------------------------------------------------------------------------
  if (cam->GetParallelProjection())
  {
    double dir[4];
    cam->GetDirectionOfProjection(dir);
    vtkInternal::ToFloat(dir[0], dir[1], dir[2], fvalue3);
    prog->SetUniform3fv(
      "in_projectionDirection", 1, &fvalue3);
  }

  // Pass constant uniforms at initialization
  prog->SetUniformi("in_noOfComponents", noOfComponents);
  prog->SetUniformi("in_independentComponents", independentComponents);

  // LargeDataTypes have been already biased and scaled so in those cases 0s
  // and 1s are passed repectively.
  float tscale[4] = {1.0, 1.0, 1.0, 1.0};
  float tbias[4] = {0.0, 0.0, 0.0, 0.0};
  float (*scalePtr) [4] = &tscale;
  float (*biasPtr) [4] = &tbias;
  if (!this->VolumeTexture->HandleLargeDataTypes &&
    (noOfComponents == 1 || noOfComponents == 2 || independentComponents))
    {
    scalePtr = &this->VolumeTexture->Scale;
    biasPtr = &this->VolumeTexture->Bias;
    }
  prog->SetUniform4fv("in_volume_scale", 1, scalePtr);
  prog->SetUniform4fv("in_volume_bias", 1, biasPtr);

  prog->SetUniformf("in_sampleDistance", this->Impl->ActualSampleDistance);

  float scalarsRange[4][2];
  vtkInternal::ToFloat(this->VolumeTexture->ScalarRange, scalarsRange);
  prog->SetUniform2fv("in_scalarsRange", 4, scalarsRange);

  vtkInternal::ToFloat(cam->GetPosition(), fvalue3, 3);
  prog->SetUniform3fv("in_cameraPos", 1, &fvalue3);

  vtkInternal::ToFloat(this->Impl->LoadedBounds[0],
                       this->Impl->LoadedBounds[2],
                       this->Impl->LoadedBounds[4], fvalue3);
  prog->SetUniform3fv("in_volumeExtentsMin", 1, &fvalue3);

  vtkInternal::ToFloat(this->Impl->LoadedBounds[1],
                       this->Impl->LoadedBounds[3],
                       this->Impl->LoadedBounds[5], fvalue3);
  prog->SetUniform3fv("in_volumeExtentsMax", 1, &fvalue3);

  vtkInternal::ToFloat(this->Impl->Extents[0],
                       this->Impl->Extents[2],
                       this->Impl->Extents[4], fvalue3);
  prog->SetUniform3fv("in_textureExtentsMin", 1, &fvalue3);

  vtkInternal::ToFloat(this->Impl->Extents[1],
                       this->Impl->Extents[3],
                       this->Impl->Extents[5], fvalue3);
  prog->SetUniform3fv("in_textureExtentsMax", 1, &fvalue3);

  // TODO Take consideration of reduction factor
  vtkInternal::ToFloat(this->Impl->WindowLowerLeft, fvalue2);
  prog->SetUniform2fv("in_windowLowerLeftCorner", 1, &fvalue2);

  vtkInternal::ToFloat(1.0 / this->Impl->WindowSize[0],
                       1.0 / this->Impl->WindowSize[1], fvalue2);
  prog->SetUniform2fv("in_inverseOriginalWindowSize", 1, &fvalue2);

  vtkInternal::ToFloat(1.0 / this->Impl->WindowSize[0],
                       1.0 / this->Impl->WindowSize[1], fvalue2);
  prog->SetUniform2fv("in_inverseWindowSize", 1, &fvalue2);

  prog->SetUniformi("in_useJittering", this->GetUseJittering());

  prog->SetUniformi("in_cellFlag", this->CellFlag);
  vtkInternal::ToFloat(this->Impl->AdjustedTexMin[0],
                       this->Impl->AdjustedTexMin[1],
                       this->Impl->AdjustedTexMin[2], fvalue3);
  prog->SetUniform3fv("in_texMin", 1, &fvalue3);

  vtkInternal::ToFloat(this->Impl->AdjustedTexMax[0],
                       this->Impl->AdjustedTexMax[1],
                       this->Impl->AdjustedTexMax[2], fvalue3);
  prog->SetUniform3fv("in_texMax", 1, &fvalue3);

  this->Impl->TempMatrix1->DeepCopy(this->Impl->CellToPointMatrix.GetPointer());
  this->Impl->TempMatrix1->Transpose();
  prog->SetUniformMatrix("in_cellToPoint", this->Impl->TempMatrix1.GetPointer());

  prog->SetUniformi("in_clampDepthToBackface", this->GetClampDepthToBackface());

  // Bind cropping
  //--------------------------------------------------------------------------
  this->Impl->SetCroppingRegions(ren, prog, vol);

  // Bind clipping
  //--------------------------------------------------------------------------
  this->Impl->SetClippingPlanes(ren, prog, vol);

  // Bind the prop Id
  //--------------------------------------------------------------------------
  if (this->Impl->CurrentSelectionPass < vtkHardwareSelector::ID_LOW24)
  {
    this->Impl->SetPickingId(ren);
  }

  // Set the scalar range to be considered for average ip blend
  //--------------------------------------------------------------------------
  double avgRange[2];
  this->GetAverageIPScalarRange(avgRange);
  if (avgRange[1] < avgRange[0])
  {
    double tmp = avgRange[1];
    avgRange[1] = avgRange[0];
    avgRange[0] = tmp;
  }
  vtkInternal::ToFloat(avgRange[0], avgRange[1], fvalue2);
  prog->SetUniform2fv("in_averageIPRange", 1, &fvalue2);

  // Finally set the scale and bias for color correction
  //--------------------------------------------------------------------------
  prog->SetUniformf("in_scale", 1.0 / this->FinalColorWindow);
  prog->SetUniformf("in_bias",
    (0.5 - (this->FinalColorLevel/this->FinalColorWindow)));

  if (noOfComponents > 1 && independentComponents)
  {
    for (int i = 0; i < noOfComponents; ++i)
    {
      fvalue4[i] = static_cast<float>(volumeProperty->GetComponentWeight(i));
    }
    prog->SetUniform4fv("in_componentWeight", 1, &fvalue4);
  }

  // Render volume geometry to trigger render
  //--------------------------------------------------------------------------
  this->Impl->RenderVolumeGeometry(ren, prog, vol, block->ImageData);

  // Undo binds and de-activate buffers
  //--------------------------------------------------------------------------
  block->TextureObject->Deactivate();
  if (this->Impl->NoiseTextureObject)
  {
    this->Impl->NoiseTextureObject->Deactivate();
  }
#if GL_ES_VERSION_3_0 != 1
  if (this->Impl->DepthTextureObject)
  {
    this->Impl->DepthTextureObject->Deactivate();
  }
#endif

  for (int i = 0; i < numberOfSamplers; ++i)
  {
    this->Impl->OpacityTables->GetTable(i)->Deactivate();
    if (this->BlendMode != vtkGPUVolumeRayCastMapper::ADDITIVE_BLEND)
    {
      this->Impl->RGBTables->GetTable(i)->Deactivate();
    }
    if (this->Impl->GradientOpacityTables)
    {
      this->Impl->GradientOpacityTables->GetTable(i)->Deactivate();
    }
  }

  if (this->Impl->CurrentMask)
  {
    this->Impl->CurrentMask->Deactivate();
  }

  if(noOfComponents == 1 &&
     this->BlendMode != vtkGPUVolumeRayCastMapper::ADDITIVE_BLEND)
  {
    if (this->MaskInput != 0 && this->MaskType == LabelMapMaskType)
    {
      this->Impl->Mask1RGBTable->Deactivate();
      this->Impl->Mask2RGBTable->Deactivate();
    }
  }

  vtkOpenGLCheckErrorMacro("failed after Render");

  // Update next block to render
  //---------------------------------------------------------------------------
  block = this->VolumeTexture->GetNextBlock();
  }
}

//----------------------------------------------------------------------------
vtkCxxSetObjectMacro(vtkOpenGLGPUVolumeRayCastMapper, NoiseGenerator,
  vtkImplicitFunction);

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::SetPartitions(unsigned short x,
  unsigned short y, unsigned short z)
{
  this->VolumeTexture->SetPartitions(x, y, z);
}
