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

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

#include "vtkCamera.h"
#include "vtkCellIterator.h"
#include "vtkColorTransferFunction.h"
#include "vtkDataArray.h"
#include "vtkDoubleArray.h"
#include "vtkGenericCell.h"
#include "vtkIdList.h"
#include "vtkObjectFactory.h"
#include "vtkPiecewiseFunction.h"
#include "vtkPriorityQueue.h"
#include "vtkRayCastImageDisplayHelper.h"
#include "vtkRenderWindow.h"
#include "vtkRenderer.h"
#include "vtkSmartPointer.h"
#include "vtkTimerLog.h"
#include "vtkTransform.h"
#include "vtkUnstructuredGrid.h"
#include "vtkUnstructuredGridHomogeneousRayIntegrator.h"
#include "vtkUnstructuredGridPartialPreIntegration.h"
#include "vtkUnstructuredGridPreIntegration.h"
#include "vtkVolume.h"
#include "vtkVolumeProperty.h"

#include "vtkCellArray.h"
#include "vtkPolyData.h"
//#include "vtkXMLPolyDataWriter.h"
#include "vtkPointData.h"

#include <cassert>
#include <cstring> // memset()
#include <list>
#include <vector>

// do not remove the following line:
//#define BACK_TO_FRONT

// Put the internal classes in a namespace to avoid potential naming conflicts.
namespace vtkUnstructuredGridVolumeZSweepMapperNamespace
{
VTK_ABI_NAMESPACE_BEGIN

enum
{
  VTK_VALUES_X_INDEX = 0, //  world coordinate
  VTK_VALUES_Y_INDEX,     //  world coordinate
  VTK_VALUES_Z_INDEX,     //  world coordinate
  VTK_VALUES_SCALAR_INDEX,
  VTK_VALUES_SIZE // size of a value array
};

// Internal classes
//------------------------------------------------------------------------------
// Store the result of the scan conversion at some pixel.
class vtkPixelListEntry
{
public:
  vtkPixelListEntry() = default;

  void Init(double values[VTK_VALUES_SIZE], double zView, bool exitFace)
  {
    this->Zview = zView;
    int i = 0;
    while (i < VTK_VALUES_SIZE)
    {
      this->Values[i] = values[i];
      ++i;
    }
    this->ExitFace = exitFace;
  }

  // Return the interpolated values at this pixel.
  inline double* GetValues() { return this->Values; }
  // Return the interpolated z coordinate in view space at this pixel.
  inline double GetZview() const { return this->Zview; }
  // Return whether the fragment comes from an external face.
  inline bool GetExitFace() const { return this->ExitFace; }

  vtkPixelListEntry* GetPrevious() { return this->Previous; }
  vtkPixelListEntry* GetNext() { return this->Next; }

  void SetPrevious(vtkPixelListEntry* e) { this->Previous = e; }
  void SetNext(vtkPixelListEntry* e) { this->Next = e; }

protected:
  double Values[VTK_VALUES_SIZE];
  double Zview;
  bool ExitFace;

  // List structure: both for the free block list (one-way) and any
  // pixel list (two-way)
  vtkPixelListEntry* Next;
  // List structure: only for the pixel list (two-way)
  vtkPixelListEntry* Previous;

private:
  vtkPixelListEntry(const vtkPixelListEntry& other) = delete;
  vtkPixelListEntry& operator=(const vtkPixelListEntry& other) = delete;
};

//------------------------------------------------------------------------------
// Cache the projection of a vertex
class vtkVertexEntry
{
public:
  vtkVertexEntry() = default;

  vtkVertexEntry(int screenX, int screenY, double xWorld, double yWorld, double zWorld,
    double zView, double scalar, double invW)
    : ScreenX(screenX)
    , ScreenY(screenY)
    , Zview(zView)
    , InvW(invW)
  {
    this->Values[VTK_VALUES_X_INDEX] = xWorld;
    this->Values[VTK_VALUES_Y_INDEX] = yWorld;
    this->Values[VTK_VALUES_Z_INDEX] = zWorld;
    this->Values[VTK_VALUES_SCALAR_INDEX] = scalar;
  }

  void Set(int screenX, int screenY, double xWorld, double yWorld, double zWorld, double zView,
    double scalar, double invW)
  {
    this->ScreenX = screenX;
    this->ScreenY = screenY;
    this->Zview = zView;
    this->Values[VTK_VALUES_X_INDEX] = xWorld;
    this->Values[VTK_VALUES_Y_INDEX] = yWorld;
    this->Values[VTK_VALUES_Z_INDEX] = zWorld;
    this->Values[VTK_VALUES_SCALAR_INDEX] = scalar;
    this->InvW = invW;
  }

  int GetScreenX() { return this->ScreenX; }
  int GetScreenY() { return this->ScreenY; }
  double* GetValues() { return this->Values; }
  double GetZview() { return this->Zview; }
  double GetInvW() { return this->InvW; }

  vtkVertexEntry& operator=(const vtkVertexEntry& other)
  {
    if (this == &other)
    {
      return *this;
    }

    ScreenX = other.ScreenX;
    ScreenY = other.ScreenY;
    memcpy(Values, other.Values, sizeof(double) * VTK_VALUES_SIZE);
    Zview = other.Zview;
    InvW = other.InvW;
    return *this;
  }
  vtkVertexEntry(const vtkVertexEntry& other)
  {
    if (this != &other)
    {
      *this = other;
    }
  }

protected:
  int ScreenX;
  int ScreenY;
  double Values[VTK_VALUES_SIZE];
  double Zview;
  double InvW;
};

//------------------------------------------------------------------------------
// Abstract interface for an edge of a triangle in the screen space.
// Used during scan-conversion.
class vtkScreenEdge
{
public:
  // If the edge is a composite edge (top+bottom) switch to the bottom edge.
  // Otherwise, do nothing.
  virtual void OnBottom(int skipped, int y)
  {
    if (!skipped)
    {
      this->NextLine(y);
    }
  }
  // Increment edge state to the next line.
  virtual void NextLine(int y) = 0;
  // Increment edge state to the next deltaY line.
  virtual void SkipLines(int deltaY, int y) = 0;
  // Return the abscissa for the current line.
  virtual int GetX() = 0;
  // Return the projected values for the current line. They are linearly
  // incrementally interpolated in view space. The actual values are
  // given by projectedValue/InvW. This is the way the values in world space
  // are incrementally (not linearly) interpolated in view space.
  virtual double* GetPValues() = 0;
  // Return 1/W, linearly interpolated in view space.
  virtual double GetInvW() = 0;
  // Return Z in view coordinates, linearly interpolated in view space.
  virtual double GetZview() = 0;

protected:
  // Destructor.
  virtual ~vtkScreenEdge() = default;
};

//------------------------------------------------------------------------------
// Do an incremental traversing of an edge based on an Y increment.
enum
{
  VTK_CASE_VERTICAL = 0,
  VTK_CASE_MOSTLY_VERTICAL,
  VTK_CASE_DIAGONAL,
  VTK_CASE_HORIZONTAL_BEGIN,
  VTK_CASE_HORIZONTAL_END,
  VTK_CASE_HORIZONTAL_MS,      // most significant pixel
  VTK_CASE_VERTICAL_IN_TO_OUT, // with edge equation
  VTK_CASE_VERTICAL_OUT_TO_IN,
  VTK_CASE_HORIZONTAL_IN_TO_OUT,
  VTK_CASE_HORIZONTAL_OUT_TO_IN,
  VTK_CASE_UNDEFINED
};

// We use an edge equation as described in:
// Juan Pineda
// A Parallel Algorithm for Polygon Rasterization
// In Computer Graphics, Volume 22, Number 4, August 1988
// SIGGRAPH'88, Atlanta, August 1-5, 1988.
// pages 17--20.

// or in:

// Marc Olano and Trey Greer
// Triangle Scan Conversion using 2D Homogeneous Coordinates
// In 1997 SIGGRAPH/Eurographics Workshop
// pages 89--95.
// http://www.cs.unc.edu/~olano/papers/2dh-tri/2dh-tri.pdf

#define MOST_SIGNIFICANT
#define EDGE_EQUATION
#define HORI_EDGE_EQUATION
//#define STRICTLY_INSIDE

class vtkSimpleScreenEdge : public vtkScreenEdge
{
public:
  vtkSimpleScreenEdge() { this->Case = VTK_CASE_UNDEFINED; }
  // Initialize the edge by the vertices v0 and v2 (ordered in y)
  // `onRight' is true if the edge in on the right side of the triangle.
  void Init(vtkVertexEntry* v0, vtkVertexEntry* v2, int dx20, int dy20, int onRight)
  {
    double z0 = v0->GetZview();
    double z2 = v2->GetZview();

    double invW0 = v0->GetInvW();
    double invW2 = v2->GetInvW();

    double pv0[VTK_VALUES_SIZE];
    double pv2[VTK_VALUES_SIZE];
    int i = 0;
    while (i < VTK_VALUES_SIZE)
    {
      pv0[i] = v0->GetValues()[i] * invW0;
      this->PValues[i] = pv0[i];
      pv2[i] = v2->GetValues()[i] * invW2;
      ++i;
    }

    this->InvW = invW0;
    this->Zview = z0;

    int x0 = v0->GetScreenX();
    int x2 = v2->GetScreenX();

    this->X0 = x0;
    this->X2 = x2;

    this->V2 = v2;

    this->X = x0;

    if (dx20 == 0)
    {
      this->Case = VTK_CASE_VERTICAL;
      double invDy20 = 1.0 / dy20;
      i = 0;
      while (i < VTK_VALUES_SIZE)
      {
        this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
        ++i;
      }
      this->DinvW = (invW2 - invW0) * invDy20;
      this->Dz = (z2 - z0) * invDy20;
    }
    else
    {
      if (dx20 > 0)
      {
        this->IncX = 1;
        if (dx20 > dy20)
        {
          // Mostly horizontal
#ifdef HORI_EDGE_EQUATION
          if (onRight)
          {
            this->Case = VTK_CASE_HORIZONTAL_IN_TO_OUT;
          }
          else
          {
            this->Case = VTK_CASE_HORIZONTAL_OUT_TO_IN;
          }
          this->Error = 0;
          this->SDy = dy20;
          this->XStep = dx20 / dy20; // integral division
          this->Dx = dx20 - this->XStep * this->SDy;

          double invDy20 = 1.0 / dy20;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
            ++i;
          }
          this->DinvW = (invW2 - invW0) * invDy20;
          this->Dz = (z2 - z0) * invDy20;
#else
#ifdef MOST_SIGNIFICANT
          this->Case = VTK_CASE_HORIZONTAL_MS;
          this->XStep = dx20 / dy20; // integral division
          this->Dy = dy20;
          this->Dy2 = dy20 << 1; // *2
          this->Error = 0;
          this->ErrorStep = (dx20 - this->XStep * dy20) << 1; // 2*r, dx=q*dy+r, r<dy
          double invDx20 = 1.0 / dx20;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->Dpv[i] = (pv2[i] - pv0[i]) * invDx20;
            this->PValuesStep[i] = this->Dpv[i] * this->XStep;
            ++i;
          }
          this->DinvW = (invW2 - invW0) * invDx20;
          this->Dz = (z2 - z0) * invDx20;
          this->InvWStep = this->DinvW * this->XStep;
          this->ZStep = this->Dz * this->XStep;

#else
          if (!onRight)
          {
            this->Case = VTK_CASE_HORIZONTAL_BEGIN;
            this->First = 1;
            this->Dy2 = dy20 << 1; // *2
            this->Dx2 = dx20 << 1; // *2
            this->Error = dx20;

            this->XStep = dx20 / dy20; // integral division

            this->ErrorStep = this->XStep * this->Dy2;

            double invDx20 = 1.0 / dx20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDx20;
              this->PValuesStep[i] = this->Dpv[i] * this->XStep;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDx20;
            this->Dz = (z2 - z0) * invDx20;
            this->InvWStep = this->DinvW * this->XStep;
            this->ZStep = this->Dz * this->XStep;
          }
          else
          {
            this->Case = VTK_CASE_HORIZONTAL_END;

            this->InvW2 = invW2;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->PValues2[i] = pv2[i];
              ++i;
            }

            this->Zview2 = z2;

            this->Dy2 = dy20 << 1; // *2
            this->Dx2 = dx20 << 1; // *2
            this->Error = dx20;
            this->XStep = dx20 / dy20;
            this->ErrorStep = this->XStep * this->Dy2;

            double invDx20 = 1.0 / dx20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDx20;
              this->PValuesStep[i] = this->Dpv[i] * this->XStep;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDx20;
            this->Dz = (z2 - z0) * invDx20;
            this->InvWStep = this->DinvW * this->XStep;
            this->ZStep = this->Dz * this->XStep;

            while (this->Error < this->Dx2)
            {
              this->X += this->IncX;
              this->InvW += this->DinvW;
              i = 0;
              while (i < VTK_VALUES_SIZE)
              {
                this->PValues[i] += this->Dpv[i];
                ++i;
              }
              this->Zview += this->Dz;

              this->Error += this->Dy2;
            }
            this->Error -= this->Dx2;
            this->X -= this->IncX;
            this->InvW -= this->DinvW;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->PValues[i] -= this->Dpv[i];
              ++i;
            }
            this->Zview -= this->Dz;
          }
#endif
#endif // EDGE_EQUATION
        }
        else
        {
          if (dx20 == dy20)
          {
            this->Case = VTK_CASE_DIAGONAL;

            double invDy20 = 1.0 / dy20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDy20;
            this->Dz = (z2 - z0) * invDy20;
          }
          else
          {
#ifdef EDGE_EQUATION
            if (onRight)
            {
              this->Case = VTK_CASE_VERTICAL_IN_TO_OUT;
            }
            else
            {
              this->Case = VTK_CASE_VERTICAL_OUT_TO_IN;
            }
            this->Error = 0;
            this->SDy = dy20;
            this->Dx = dx20;

            double invDy20 = 1.0 / dy20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDy20;
            this->Dz = (z2 - z0) * invDy20;
#else
            this->Case = VTK_CASE_MOSTLY_VERTICAL;
            this->Dx2 = dx20 << 1; // *2
            this->Dy2 = dy20 << 1; // *2
            this->Error = dy20;

            double invDy20 = 1.0 / dy20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDy20;
            this->Dz = (z2 - z0) * invDy20;
#endif
          }
        }
      }
      else
      {
        this->IncX = -1;
        if (-dx20 > dy20)
        {
          // Mostly horizontal
#ifdef HORI_EDGE_EQUATION
          if (onRight)
          {
            this->Case = VTK_CASE_HORIZONTAL_OUT_TO_IN;
          }
          else
          {
            this->Case = VTK_CASE_HORIZONTAL_IN_TO_OUT;
          }
          this->Error = 0;
          this->SDy = -dy20;
          this->XStep = dx20 / dy20; // integral division
          this->Dx = dx20 + this->XStep * this->SDy;

          double invDy20 = 1.0 / dy20;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
            ++i;
          }
          this->DinvW = (invW2 - invW0) * invDy20;
          this->Dz = (z2 - z0) * invDy20;
#else
#ifdef MOST_SIGNIFICANT
          this->Case = VTK_CASE_HORIZONTAL_MS;
          this->XStep = dx20 / dy20; // integral division
          this->Dy = dy20;
          this->Dy2 = dy20 << 1; // *2
          this->Error = 0;
          this->ErrorStep = (dx20 + this->XStep * dy20) << 1; // 2*r, dx=q*dy+r, r<dy
          double invDx20 = -1.0 / dx20;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->Dpv[i] = (pv2[i] - pv0[i]) * invDx20;
            this->PValuesStep[i] = -this->Dpv[i] * this->XStep;
            ++i;
          }
          this->DinvW = (invW2 - invW0) * invDx20;
          this->Dz = (z2 - z0) * invDx20;
          this->InvWStep = -this->DinvW * this->XStep;
          this->ZStep = -this->Dz * this->XStep;

#else
          if (onRight)
          {
            this->Case = VTK_CASE_HORIZONTAL_BEGIN;
            this->First = 1;
            this->Dy2 = dy20 << 1;    // *2
            this->Dx2 = (-dx20) << 1; // *2
            this->Error = -dx20;
            this->XStep = dx20 / dy20;
            this->ErrorStep = -this->XStep * this->Dy2;

            double invDx20 = -1.0 / dx20;

            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDx20;
              this->PValuesStep[i] = -this->Dpv[i] * this->XStep;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDx20;
            this->Dz = (z2 - z0) * invDx20;
            this->InvWStep = -this->DinvW * this->XStep;
            this->ZStep = -this->Dz * this->XStep;
          }
          else
          {
            this->Case = VTK_CASE_HORIZONTAL_END;

            this->InvW2 = invW2;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->PValues2[i] = pv2[i];
              ++i;
            }
            this->Zview2 = z2;

            this->Dy2 = dy20 << 1;    // *2
            this->Dx2 = (-dx20) << 1; // *2
            this->Error = -dx20;
            this->XStep = dx20 / dy20;
            this->ErrorStep = -this->XStep * this->Dy2;

            double invDx20 = -1.0 / dx20;

            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDx20;
              this->PValuesStep[i] = -this->Dpv[i] * this->XStep;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDx20;
            this->Dz = (z2 - z0) * invDx20;
            this->InvWStep = -this->DinvW * this->XStep;
            this->ZStep = -this->Dz * this->XStep;

            while (this->Error < this->Dx2)
            {
              this->X += this->IncX;
              this->InvW += this->DinvW;
              i = 0;
              while (i < VTK_VALUES_SIZE)
              {
                this->PValues[i] += this->Dpv[i];
                ++i;
              }
              this->Zview += this->Dz;

              this->Error += this->Dy2;
            }
            this->Error -= this->Dx2;
            this->X -= this->IncX;

            this->InvW -= this->DinvW;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->PValues[i] -= this->Dpv[i];
              ++i;
            }
            this->Zview -= this->Dz;
          }
#endif
#endif // EDGE_EQUATION
        }
        else
        {
          if (dx20 == -dy20)
          {
            this->Case = VTK_CASE_DIAGONAL;

            double invDy20 = 1.0 / dy20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDy20;
            this->Dz = (z2 - z0) * invDy20;
          }
          else
          {
#ifdef EDGE_EQUATION
            if (onRight)
            {
              this->Case = VTK_CASE_VERTICAL_OUT_TO_IN;
            }
            else
            {
              this->Case = VTK_CASE_VERTICAL_IN_TO_OUT;
            }
            this->Error = 0;
            this->SDy = -dy20;
            this->Dx = dx20;

            double invDy20 = 1.0 / dy20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDy20;
            this->Dz = (z2 - z0) * invDy20;
#else
            this->Case = VTK_CASE_MOSTLY_VERTICAL;
            this->Dx2 = (-dx20) << 1; // *2
            this->Dy2 = dy20 << 1;    // *2
            this->Error = dy20;

            double invDy20 = 1.0 / dy20;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->Dpv[i] = (pv2[i] - pv0[i]) * invDy20;
              ++i;
            }
            this->DinvW = (invW2 - invW0) * invDy20;
            this->Dz = (z2 - z0) * invDy20;
#endif
          }
        }
      }
    }
  }

  // Check that the current abscissa is in the range given by the vertices.
  int ValidXRange()
  {
    if (this->X0 <= this->X2)
    {
      return (this->X >= this->X0) && (this->X <= this->X2);
    }
    else
    {
      return (this->X >= this->X2) && (this->X <= this->X0);
    }
  }
  int GetX() override
  {
    // assert("pre: valid_range" && ValidXRange() );
    return this->X;
  }
  double GetInvW() override { return this->InvW; }
  double* GetPValues() override { return this->PValues; }
  double GetZview() override { return this->Zview; }

  void NextLine(int y) override
  {
    int i;
    switch (this->Case)
    {
      case VTK_CASE_VERTICAL:
        // nothing to do with X
        this->InvW += this->DinvW;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i];
          ++i;
        }
        this->Zview += this->Dz;
        break;
      case VTK_CASE_DIAGONAL:
        // X
        this->X += this->IncX;
        this->InvW += this->DinvW;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i];
          ++i;
        }
        this->Zview += this->Dz;
        break;
      case VTK_CASE_MOSTLY_VERTICAL:
        // X
        this->Error += this->Dx2;
        if (this->Error >= this->Dy2)
        {
          this->Error -= this->Dy2;
          this->X += this->IncX;
        }
        this->InvW += this->DinvW;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i];
          ++i;
        }
        this->Zview += this->Dz;
        break;
      case VTK_CASE_VERTICAL_OUT_TO_IN:
        this->Error -= this->Dx;
        if (this->SDy > 0)
        {
#ifdef STRICTLY_INSIDE
          if (this->Error <= 0)
#else
          if (this->Error < 0) // we are no more on the right side
#endif
          {
            this->Error += this->SDy;
#ifdef STRICTLY_INSIDE
            assert("check: positive_equation" && this->Error > 0);
#else
            assert("check: positive_equation" && this->Error >= 0);
#endif
            this->X += this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          if (this->Error >= 0) // we are no more on the left side
#else
          if (this->Error > 0) // we are no more on the left side
#endif
          {
            this->Error += this->SDy;
#ifdef STRICTLY_INSIDE
//              assert("check: negative_equation" && this->Error>0);
#else
            assert("check: negative_equation" && this->Error <= 0);
#endif
            this->X += this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i];
          ++i;
        }
        this->Zview += this->Dz;
        break;
      case VTK_CASE_VERTICAL_IN_TO_OUT:
        this->Error += this->SDy - this->Dx;
        if (this->SDy < 0)
        {
#ifdef STRICTLY_INSIDE
          if (this->Error <= 0) // out: too far on left
#else
          if (this->Error < 0) // out: too far on left
#endif
          {
            this->Error -= this->SDy;
#ifdef STRICTLY_INSIDE
            assert("check: positive_equation" && this->Error > 0);
#else
            assert("check: positive_equation" && this->Error >= 0);
#endif
          }
          else
          {
            this->X += this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          if (this->Error >= 0) // out: too far on right
#else
          if (this->Error > 0) // out: too far on right
#endif
          {
            this->Error -= this->SDy;
#ifdef STRICTLY_INSIDE
            assert("check: negative_equation" && this->Error < 0);
#else
            assert("check: negative_equation" && this->Error <= 0);
#endif
          }
          else
          {
            this->X += this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i];
          ++i;
        }
        this->Zview += this->Dz;
        break;

      case VTK_CASE_HORIZONTAL_OUT_TO_IN:
        this->Error -= this->Dx;
        this->X += this->XStep;
        if (this->SDy > 0)
        {
#ifdef STRICTLY_INSIDE
          if (this->Error <= 0) // we are no more on the right side
#else
          if (this->Error < 0) // we are no more on the right side
#endif
          {
            this->Error += this->SDy;
#ifdef STRICTLY_INSIDE
            assert("check: positive_equation" && this->Error > 0);
#else
            assert("check: positive_equation" && this->Error >= 0);
#endif
            this->X += this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          if (this->Error >= 0) // we are no more on the left side
#else
          if (this->Error > 0) // we are no more on the left side
#endif
          {
            this->Error += this->SDy;
#ifdef STRICTLY_INSIDE
            assert("check: negative_equation" && this->Error < 0);
#else
            assert("check: negative_equation" && this->Error <= 0);
#endif
            this->X += this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i];
          ++i;
        }
        this->Zview += this->Dz;
        break;

      case VTK_CASE_HORIZONTAL_IN_TO_OUT:
        this->Error += this->SDy - this->Dx;
        this->X += this->XStep;
        if (this->SDy < 0)
        {
#ifdef STRICTLY_INSIDE
          if (this->Error <= 0) // out: too far on left
#else
          if (this->Error < 0) // out: too far on left
#endif
          {
            this->Error -= this->SDy;
#ifdef STRICTLY_INSIDE
//              assert("check: positive_equation" && this->Error>0);
#else
            assert("check: positive_equation" && this->Error >= 0);
#endif
          }
          else
          {
            this->X += this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          if (this->Error >= 0) // out: too far on right
#else
          if (this->Error > 0) // out: too far on right
#endif
          {
            this->Error -= this->SDy;
#ifdef STRICTLY_INSIDE
//            assert("check: negative_equation" && this->Error<0);
#else
            assert("check: negative_equation" && this->Error <= 0);
#endif
          }
          else
          {
            this->X += this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i];
          ++i;
        }
        this->Zview += this->Dz;
        break;

      case VTK_CASE_HORIZONTAL_BEGIN:
        if (this->First)
        {
          this->First = 0;
        }
        else
        {
          this->X += this->XStep;

          this->InvW += this->InvWStep;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->PValuesStep[i];
            ++i;
          }
          this->Zview += this->ZStep;
          this->Error += this->ErrorStep;
        }
        while (this->Error < this->Dx2)
        {
          this->X += this->IncX;
          this->InvW += this->DinvW;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->Dpv[i];
            ++i;
          }
          this->Zview += this->Dz;

          this->Error += this->Dy2;
        }
        this->Error -= this->Dx2;
        break;
      case VTK_CASE_HORIZONTAL_END:
        if (y == this->V2->GetScreenY())
        {
          this->X = this->V2->GetScreenX();
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] = this->PValues2[i];
            ++i;
          }
          this->Zview = this->Zview2;
          this->InvW = this->InvW2;
        }
        else
        {
          this->X += this->XStep;

          this->InvW += this->InvWStep;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->PValuesStep[i];
            ++i;
          }
          this->Zview += this->ZStep;

          this->Error += this->ErrorStep;

          while (this->Error < this->Dx2)
          {
            this->X += this->IncX;
            this->InvW += this->DinvW;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->PValues[i] += this->Dpv[i];
              ++i;
            }
            this->Zview += this->Dz;

            this->Error += this->Dy2;
          }
          this->Error -= this->Dx2;
        }
        break;
      case VTK_CASE_HORIZONTAL_MS:
        this->Error += this->ErrorStep;
        if (this->Error >= this->Dy)
        {
          this->Error -= this->Dy2;
          this->X += this->XStep + this->IncX;
          this->InvW += this->InvWStep + this->DinvW;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->PValuesStep[i] + this->Dpv[i];
            ++i;
          }
          this->Zview += this->ZStep + this->Dz;
        }
        else
        {
          this->X += this->XStep;
          this->InvW += this->InvWStep;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->PValuesStep[i];
            ++i;
          }
          this->Zview += this->ZStep;
        }
        break;
      default:
        vtkGenericWarningMacro(<< "Undefined edge case");
    }
  }

  void SkipLines(int deltaY, int y) override
  {
    if (deltaY == 1)
    {
      this->NextLine(0);
      return;
    }

    int firstDeltaY;
    int i;
    switch (this->Case)
    {
      case VTK_CASE_VERTICAL:
        // nothing to do with X
        this->InvW += this->DinvW * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i] * deltaY;
          ++i;
        }
        this->Zview += this->Dz * deltaY;
        break;
      case VTK_CASE_DIAGONAL:
        // X
        this->X += this->IncX * deltaY;
        this->InvW += this->DinvW * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i] * deltaY;
          ++i;
        }
        this->Zview += this->Dz * deltaY;
        break;
      case VTK_CASE_MOSTLY_VERTICAL:
        // X
        this->Error += this->Dx2 * deltaY;
        while (this->Error >= this->Dy2)
        {
          this->Error -= this->Dy2;
          this->X += this->IncX;
        }
        this->InvW += this->DinvW * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i] * deltaY;
          ++i;
        }
        this->Zview += this->Dz * deltaY;
        break;
      case VTK_CASE_VERTICAL_OUT_TO_IN:
        this->Error -= this->Dx * deltaY;
        if (this->SDy > 0)
        {
#ifdef STRICTLY_INSIDE
          while (this->Error <= 0) // we are no more on the right side
#else
          while (this->Error < 0) // we are no more on the right side
#endif
          {
            this->Error += this->SDy;
            this->X += this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          while (this->Error >= 0) // we are no more on the left side
#else
          while (this->Error > 0) // we are no more on the left side
#endif
          {
            this->Error += this->SDy;
            this->X += this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i] * deltaY;
          ++i;
        }
        this->Zview += this->Dz * deltaY;
        break;
      case VTK_CASE_VERTICAL_IN_TO_OUT:
        this->Error += (this->SDy - this->Dx) * deltaY;
        this->X += this->IncX * deltaY;
        if (this->SDy < 0)
        {
#ifdef STRICTLY_INSIDE
          while (this->Error <= 0) // out: too far on left
#else
          while (this->Error < 0) // out: too far on left
#endif
          {
            this->Error -= this->SDy;
            this->X -= this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          while (this->Error >= 0) // out: too far on right
#else
          while (this->Error > 0) // out: too far on right
#endif
          {
            this->Error -= this->SDy;
            this->X -= this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i] * deltaY;
          ++i;
        }
        this->Zview += this->Dz * deltaY;
        break;

      case VTK_CASE_HORIZONTAL_OUT_TO_IN:
        this->Error -= this->Dx * deltaY;
        this->X += this->XStep * deltaY;
        if (this->SDy > 0)
        {
#ifdef STRICTLY_INSIDE
          while (this->Error <= 0) // we are no more on the right side
#else
          while (this->Error < 0) // we are no more on the right side
#endif
          {
            this->Error += this->SDy;
            this->X += this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          while (this->Error >= 0) // we are no more on the left side
#else
          while (this->Error > 0) // we are no more on the left side
#endif
          {
            this->Error += this->SDy;
            this->X += this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i] * deltaY;
          ++i;
        }
        this->Zview += this->Dz * deltaY;
        break;
      case VTK_CASE_HORIZONTAL_IN_TO_OUT:
        this->Error += (this->SDy - this->Dx) * deltaY;
        this->X += (this->XStep + this->IncX) * deltaY;
        //          this->X+=this->IncX*deltaY;
        if (this->SDy < 0)
        {
#ifdef STRICTLY_INSIDE
          while (this->Error <= 0) // out: too far on left
#else
          while (this->Error < 0) // out: too far on left
#endif
          {
            this->Error -= this->SDy;
            this->X -= this->IncX;
          }
        }
        else
        {
#ifdef STRICTLY_INSIDE
          while (this->Error >= 0) // out: too far on right
#else
          while (this->Error > 0) // out: too far on right
#endif
          {
            this->Error -= this->SDy;
            this->X -= this->IncX;
          }
        }
        // Interpolate the values on inc y
        this->InvW += this->DinvW * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->Dpv[i] * deltaY;
          ++i;
        }
        this->Zview += this->Dz * deltaY;
        break;

      case VTK_CASE_HORIZONTAL_BEGIN:

        if (this->First)
        {
          this->First = 0;
          firstDeltaY = deltaY - 1;
        }
        else
        {
          firstDeltaY = deltaY;
        }

        this->X += this->XStep * firstDeltaY;

        this->InvW += this->InvWStep * firstDeltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->PValuesStep[i] * firstDeltaY;
          ++i;
        }
        this->Zview += this->ZStep * firstDeltaY;
        this->Error += this->ErrorStep * firstDeltaY;

        while (this->Error < this->Dx2)
        {
          this->X += this->IncX;
          this->InvW += this->DinvW;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->Dpv[i];
            ++i;
          }
          this->Zview += this->Dz;

          this->Error += this->Dy2;
        }
        this->Error -= this->Dx2;
        break;
      case VTK_CASE_HORIZONTAL_END:
        if (y == this->V2->GetScreenY())
        {
          this->X = this->V2->GetScreenX();
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] = this->PValues2[i];
            ++i;
          }
          this->Zview = this->Zview2;
          this->InvW = this->InvW2;
        }
        else
        {
          this->X += this->XStep * deltaY;

          this->InvW += this->InvWStep * deltaY;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->PValuesStep[i] * deltaY;
            ++i;
          }
          this->Zview += this->ZStep * deltaY;

          this->Error += this->ErrorStep * deltaY;

          while (this->Error < this->Dx2)
          {
            this->X += this->IncX;
            this->InvW += this->DinvW;
            i = 0;
            while (i < VTK_VALUES_SIZE)
            {
              this->PValues[i] += this->Dpv[i];
              ++i;
            }
            this->Zview += this->Dz;

            this->Error += this->Dy2;
          }
          this->Error -= this->Dx2;
        }
        break;
      case VTK_CASE_HORIZONTAL_MS:
        this->Error += this->ErrorStep * deltaY;
        this->X += this->XStep * deltaY;
        this->InvW += this->InvWStep * deltaY;
        i = 0;
        while (i < VTK_VALUES_SIZE)
        {
          this->PValues[i] += this->PValuesStep[i] * deltaY;
          ++i;
        }
        this->Zview += this->ZStep * deltaY;

        while (this->Error >= this->Dy)
        {
          this->Error -= this->Dy2;
          this->X += this->IncX;
          this->InvW += this->DinvW;
          i = 0;
          while (i < VTK_VALUES_SIZE)
          {
            this->PValues[i] += this->Dpv[i];
            ++i;
          }
          this->Zview += this->Dz;
        }
        break;
    }
  }

protected:
  int Case;
  int Error;     // error to the mid-point
  int Dx2;       // 2*dx
  int Dy2;       // 2*dy
  int First;     // use only with VTK_CASE_HORIZONTAL_BEGIN case
  int XStep;     // dx/dy
  int ErrorStep; // XStep*Dy2

  vtkVertexEntry* V2;

  int IncX; // -1 or 1

  int X; // Current abscissa

  int X0; // for debugging
  int X2; // for debugging

  // Slope of 1/w
  double DinvW;
  // Current 1/W
  double InvW;
  // DinvW*XStep
  double InvWStep;
  // 1/W at the end vertex
  double InvW2;

  // Slope of the z coordinate in view space
  double Dz;
  // current z in view space
  double Zview;
  // Dz*XStep
  double ZStep;
  // z coordinate in view space at the end vertex
  double Zview2;

  // Slope of each projected values on the edge
  double Dpv[VTK_VALUES_SIZE];

  // Current projected values
  double PValues[VTK_VALUES_SIZE];
  // Dpv*XStep
  double PValuesStep[VTK_VALUES_SIZE];
  // Values at the end vertex.
  double PValues2[VTK_VALUES_SIZE];

  int Dy;  // VTK_HORIZONTAL_MS
  int SDy; // VTK_VERTICAL_LEFT/RIGHT
  int Dx;  // VTK_VERTICAL_LEFT/RIGHT
};

//------------------------------------------------------------------------------
// During rasterization of a triangle, there is always one side with two
// edges and the other side with a single edge.
// This class manages the side with the two edges called top and bottom edges.
class vtkDoubleScreenEdge : public vtkScreenEdge
{
public:
  void Init(
    vtkVertexEntry* v0, vtkVertexEntry* v1, vtkVertexEntry* v2, int dx10, int dy10, int onRight)
  {
    this->Current = nullptr;
    if (dy10 != 0)
    {
      this->Top.Init(v0, v1, dx10, dy10, onRight);
      this->Current = &this->Top;
    }

    int dx21 = v2->GetScreenX() - v1->GetScreenX();
    int dy21 = v2->GetScreenY() - v1->GetScreenY();

    if (dy21 != 0)
    {
      this->Bottom.Init(v1, v2, dx21, dy21, onRight);
      if (this->Current == nullptr)
      {
        this->Current = &this->Bottom;
      }
    }
  }

  int GetX() override { return this->Current->GetX(); }
  double GetInvW() override { return this->Current->GetInvW(); }
  double GetZview() override { return this->Current->GetZview(); }
  double* GetPValues() override { return this->Current->GetPValues(); }

  void OnBottom(int skipped, int y) override
  {
    this->Current = &this->Bottom;
    this->Current->OnBottom(skipped, y);
  }

  void NextLine(int y) override { this->Current->NextLine(y); }
  void SkipLines(int deltaY, int y) override { this->Current->SkipLines(deltaY, y); }

protected:
  vtkSimpleScreenEdge Top;
  vtkSimpleScreenEdge Bottom;
  vtkScreenEdge* Current;
};

//------------------------------------------------------------------------------
// Horizontal span between two points of two edges.
// Used during scan-conversion.
// It interpolates the values along the span.

class vtkSpan
{
public:
  // Initialize the span from the left abcissa x0 and the right absissa x1 and
  // from 1/W, the projected values and the z coordinate in view space at
  // those points. Set the current state to the left point.
  void Init(int x0, double invW0,
    double pValues0[VTK_VALUES_SIZE], // projected values
    double zView0, int x1, double invW1,
    double pValues1[VTK_VALUES_SIZE], // projected values
    double zView1)
  {
    //      assert("pre: dx>=0" && x1-x0>=0);
    // x0=x1: the span is just a point

    int i;
    if (x0 != x1)
    {

      double invDx10 = 1.0 / (x1 - x0);
      i = 0;
      while (i < VTK_VALUES_SIZE)
      {
        this->Dpv[i] = (pValues1[i] - pValues0[i]) * invDx10;
        ++i;
      }
      this->DinvW = (invW1 - invW0) * invDx10;
      this->Dz = (zView1 - zView0) * invDx10;
    }
    else
    {
      i = 0;
      while (i < VTK_VALUES_SIZE)
      {
        this->Dpv[i] = 0;
        ++i;
      }
      this->DinvW = 0;
      this->Dz = 0;
    }

    this->Zview = zView0;
    this->InvW = invW0;
    i = 0;
    double w = 1 / this->InvW;
    while (i < VTK_VALUES_SIZE)
    {
      this->PValues[i] = pValues0[i];
      this->Values[i] = this->PValues[i] * w;
      ++i;
    }
    this->X = x0;
    this->X1 = x1;
  }

  // Is the current state after the right point?
  vtkTypeBool IsAtEnd() { return this->X > this->X1; }

  // Current abscissa.
  int GetX() { return this->X; }
  // Current values.
  double* GetValues() { return this->Values; }
  // Current z coordinate in view space.
  double GetZview() { return this->Zview; }

  // Go the next abscissa from left to right.
  void NextPixel()
  {
    ++this->X;

    this->InvW += this->DinvW;
    int i = 0;
    double w = 1 / this->InvW;
    while (i < VTK_VALUES_SIZE)
    {
      this->PValues[i] += this->Dpv[i];
      this->Values[i] = this->PValues[i] * w;
      ++i;
    }
    this->Zview += this->Dz;
  }

protected:
  int X1; // abscissa at the right point.

  int X; // current abscissa

  // Slope of 1/w
  double DinvW;
  // current 1/W
  double InvW;

  // Slope of the z coordinate in view space
  double Dz;
  // current z coordinate in view space
  double Zview;

  // Slope of each projected values on the span
  double Dpv[VTK_VALUES_SIZE];
  // Current projected values
  double PValues[VTK_VALUES_SIZE];

  // Current values: Values=PValues/InvW
  double Values[VTK_VALUES_SIZE];
};

// Pimpl (i.e. private implementation) idiom

// typedef std::list<vtkPixelListEntry *> vtkPixelList;

class vtkPixelListEntryBlock
{
public:
  vtkPixelListEntryBlock(vtkIdType size)
  {
    assert("pre: positive_size" && size > 0);
    this->Size = size;
    this->Next = nullptr;
    this->Array = new vtkPixelListEntry[size];
    this->Last = this->Array + size - 1;
    // link each entry to the next one
    vtkPixelListEntry* p;
    vtkPixelListEntry* q;
    p = this->Array;
    q = p + 1;
    vtkIdType i = 1;
    while (i < size)
    {
      p->SetNext(q);
      ++i;
      p = q;
      ++q;
    }
    p->SetNext(nullptr);
  }
  ~vtkPixelListEntryBlock() { delete[] this->Array; }
  vtkIdType GetSize() { return this->Size; }
  vtkPixelListEntryBlock* GetNext() { return this->Next; }
  vtkPixelListEntry* GetFirst() { return this->Array; }
  vtkPixelListEntry* GetLast() { return this->Last; }
  void SetNext(vtkPixelListEntryBlock* other) { this->Next = other; }

protected:
  vtkIdType Size;
  vtkPixelListEntryBlock* Next;
  vtkPixelListEntry* Array;
  vtkPixelListEntry* Last;
};

const vtkIdType VTK_PIXEL_BLOCK_SIZE = 64;

class vtkPixelListEntryMemory
{
public:
  vtkPixelListEntryMemory()
  {
    this->FirstBlock = new vtkPixelListEntryBlock(VTK_PIXEL_BLOCK_SIZE);
    this->FirstFreeElement = this->FirstBlock->GetFirst();
    this->Size = VTK_PIXEL_BLOCK_SIZE;
  }
  ~vtkPixelListEntryMemory()
  {
    vtkPixelListEntryBlock* p = this->FirstBlock;
    vtkPixelListEntryBlock* q;
    while (p != nullptr)
    {
      q = p->GetNext();
      delete p;
      p = q;
    }
  }
  vtkPixelListEntry* AllocateEntry()
  {
    if (this->FirstFreeElement == nullptr)
    {
      this->AllocateBlock(this->Size << 1);
      //        this->AllocateBlock(BLOCK_SIZE);
    }
    vtkPixelListEntry* result = this->FirstFreeElement;
    this->FirstFreeElement = result->GetNext();
    assert("post: result_exists" && result != nullptr);
    return result;
  }
  void FreeEntry(vtkPixelListEntry* e)
  {
    assert("pre: e_exists" && e != nullptr);

    // the following line works even if this->FirstFreeElement==0
    e->SetNext(this->FirstFreeElement);
    this->FirstFreeElement = e;
  }
  void FreeSubList(vtkPixelListEntry* first, vtkPixelListEntry* last)
  {
    assert("pre: first_exists" && first != nullptr);
    assert("pre: last_exists" && last != nullptr);
    // pre: first==last can be true
    // the following line works even if this->FirstFreeElement==0
    last->SetNext(this->FirstFreeElement);
    this->FirstFreeElement = first;
  }

protected:
  void AllocateBlock(vtkIdType size)
  {
    assert("pre: positive_size" && size > 0);
    vtkPixelListEntryBlock* b = new vtkPixelListEntryBlock(size);
    this->Size += size;
    // Update the block linked list: starts with the new block
    b->SetNext(this->FirstBlock);
    this->FirstBlock = b;

    // Update the free element linked list.
    // It works even if this->FirstFreeElement==0
    b->GetLast()->SetNext(this->FirstFreeElement);
    this->FirstFreeElement = b->GetFirst();
  }

  vtkPixelListEntryBlock* FirstBlock;
  vtkPixelListEntry* FirstFreeElement;
  vtkIdType Size; // overall size, in number of elements, not in bytes
};

class vtkPixelList
{
public:
  vtkPixelList() { this->Size = 0; }
  vtkPixelListEntry* GetFirst()
  {
    assert("pre: not_empty" && this->Size > 0);
    return this->First;
  }
  vtkIdType GetSize() { return this->Size; }

  void AddAndSort(vtkPixelListEntry* p)
  {
    assert("pre: p_exists" && p != nullptr);
    if (this->Size == 0)
    {
      p->SetPrevious(nullptr);
      p->SetNext(nullptr);
      this->First = p;
      this->Last = p;
    }
    else
    {
      vtkPixelListEntry* it = this->Last;
      int sorted = 0;
      double z = p->GetZview();
      while (!sorted && it != nullptr)
      {
        // It is not uncommon for an external face and internal face to meet.
        // On the edge where this happens, an exit fragment and non-exit
        // fragment could be generated at the same point.  In this case, it is
        // very important that the exit fragment be last in the list.
        // Otherwise, the ray exit may be improperly marked as between the two
        // overlapping fragments. (Note that if you start to see "speckling"
        // in the image from filled spaces, we may need to add adjust the
        // tolerance to this calculation.)
        const double tolerance = 1.0e-8;
        if (p->GetExitFace())
        {
#ifdef BACK_TO_FRONT
          sorted = it->GetZview() >= z - tolerance;
#else
          sorted = it->GetZview() <= z + tolerance;
#endif
        }
        else
        {
#ifdef BACK_TO_FRONT
          sorted = it->GetZview() > z + tolerance;
#else
          sorted = it->GetZview() < z - tolerance;
#endif
        }
        if (!sorted)
        {
          it = it->GetPrevious();
        }
      }
      if (it == nullptr) // first element
      {
        p->SetPrevious(nullptr);
        p->SetNext(this->First);
        // this->First==0 is handled by case size==0
        this->First->SetPrevious(p);
        this->First = p;
      }
      else
      {
        if (it->GetNext() == nullptr) // last element
        {
          it->SetNext(p);
          p->SetPrevious(it);
          p->SetNext(nullptr);
          this->Last = p;
        }
        else // general case
        {
          vtkPixelListEntry* q = it->GetNext();
          q->SetPrevious(p);
          p->SetNext(q);
          p->SetPrevious(it);
          it->SetNext(p);
        }
      }
    }
    ++this->Size;
  }

  // the return pointer is used by the memory manager.
  void RemoveFirst(vtkPixelListEntryMemory* mm)
  {
    assert("pre: not_empty" && this->Size > 0);
    assert("pre: mm_exists" && mm != nullptr);

    vtkPixelListEntry* p = this->First;
    if (this->Size > 1)
    {
      this->First = p->GetNext();
      this->First->SetPrevious(nullptr);
    }
    --this->Size;
    mm->FreeEntry(p);
  }

  // the return pointer on the first element is used by the memory manager.
  void Clear(vtkPixelListEntryMemory* mm)
  {
    assert("pre: mm_exists" && mm != nullptr);
    if (this->Size > 0)
    {
      // it works even if first==last
      mm->FreeSubList(this->First, this->Last);
      this->Size = 0;
    }
  }

protected:
  vtkIdType Size;
  vtkPixelListEntry* First;
  vtkPixelListEntry* Last;
};

//------------------------------------------------------------------------------
// Store the pixel lists for all the frame.
class vtkPixelListFrame
{
public:
  typedef std::vector<vtkPixelList> VectorType;

  vtkPixelListFrame(int size)
    : Vector(size)
  {
  }

  // Return width*height
  vtkIdType GetSize() { return static_cast<vtkIdType>(this->Vector.size()); }

  // Return the size of the list at pixel `i'.
  vtkIdType GetListSize(int i)
  {
    assert("pre: valid_i" && i >= 0 && i < this->GetSize());
    return this->Vector[i].GetSize();
  }

  // Add a value the pixel list of pixel `i' and sort it in the list.
  void AddAndSort(int i, vtkPixelListEntry* pixelEntry)
  {
    assert("pre: valid_i" && i >= 0 && i < this->GetSize());
    assert("pre: pixelEntry_exists" && pixelEntry != nullptr);

    this->Vector[i].AddAndSort(pixelEntry);
  }

  // Return the first entry for pixel `i'.
  vtkPixelListEntry* GetFront(int i)
  {
    assert("pre: valid_i" && i >= 0 && i < this->GetSize());
    assert("pre: not_empty" && this->GetListSize(i) > 0);
    return this->Vector[i].GetFirst();
  }

  // Remove the first entry for pixel `i'.
  void PopFront(int i, vtkPixelListEntryMemory* mm)
  {
    assert("pre: valid_i" && i >= 0 && i < this->GetSize());
    assert("pre: not_empty" && this->GetListSize(i) > 0);
    assert("pre: mm_exists" && mm != nullptr);
    this->Vector[i].RemoveFirst(mm);
  }

  // Return the begin iterator for pixel `i'.
  vtkPixelListEntry* GetFirst(int i)
  {
    assert("pre: valid_i" && i >= 0 && i < this->GetSize());
    return this->Vector[i].GetFirst();
  }
#if 0
  // Return the end iterator for pixel `i'.
  std::list<vtkPixelListEntry *>::iterator GetEndIterator(int i)
  {
      assert("pre: valid_i" && i>=0 && i<this->GetSize());
      return this->Vector[i].end();
  }
#endif
  // Clear the list of each pixel of the frame.
  void Clean(vtkPixelListEntryMemory* mm)
  {
    assert("pre: mm_exists" && mm != nullptr);
    vtkIdType i = 0;
    vtkIdType c = static_cast<vtkIdType>(this->Vector.size());
    while (i < c)
    {
      vtkPixelList* l = &(Vector[i]);
      l->Clear(mm);
      ++i;
    }
  }

  // Destructor.
  ~vtkPixelListFrame() = default;

  vtkPixelList* GetList(int i)
  {
    assert("pre: valid_i" && i >= 0 && i < this->GetSize());
    return &(this->Vector[i]);
  }

protected:
  VectorType Vector;

  // the STL specification claims that
  // size() on a std: :list is permitted to be O(n)!!!!
  //  std::vector<vtkIdType> Sizes;

  //  std::list<vtkPixelListEntry *>::iterator It;
  //  std::list<vtkPixelListEntry *>::iterator PreviousIt;
  //  std::list<vtkPixelListEntry *>::iterator ItEnd;
};

//------------------------------------------------------------------------------
// Store a triangle face. Ids are in increasing order. Orientation does not
// matter for the algorithm.
class vtkFace
{
public:
  enum
  {
    NOT_EXTERNAL,
    FRONT_FACE,
    BACK_FACE
  };

  // Initialization from face ids in increasing order.
  vtkFace(vtkIdType faceIds[3], int externalSide)
  {
    assert("pre: ordered ids" && faceIds[0] < faceIds[1] && faceIds[1] < faceIds[2]);
    this->FaceIds[0] = faceIds[0];
    this->FaceIds[1] = faceIds[1];
    this->FaceIds[2] = faceIds[2];
    this->Count = 0;
    this->Rendered = 0;
    this->ExternalSide = externalSide;
  }

  // Return the 3 face ids.
  inline vtkIdType* GetFaceIds() { return this->FaceIds; }

  // Return whether this face is external.
  inline int GetExternalSide() { return this->ExternalSide; }

  // Are `this' and faceIds equal?
  int IsEqual(vtkIdType faceIds[3])
  {
    return (this->FaceIds[0] == faceIds[0]) && (this->FaceIds[1] == faceIds[1]) &&
      (this->FaceIds[2] == faceIds[2]);
  }

  void Ref() { ++this->Count; }
  void Unref()
  {
    --this->Count;
    if (this->Count == 0)
    {
      delete this;
    }
  }

  int GetRendered() { return this->Rendered; }
  void SetRendered(int value) { this->Rendered = value; }

  double GetScalar(int index)
  {
    assert("pre: valid_index" && index >= 0 && index <= 1);
    return this->Scalar[index];
  }

  void SetScalar(int index, double value)
  {
    assert("pre: valid_index" && index >= 0 && index <= 1);
    this->Scalar[index] = value;
    assert("post: is_set" && this->GetScalar(index) == value);
  }

protected:
  vtkIdType FaceIds[3];
  int Count;
  int Rendered;
  int ExternalSide;

  double Scalar[2]; // 0: value for positive orientation,
  // 1: value for negative orientation.

private:
  vtkFace() = delete;
  vtkFace(const vtkFace& other) = delete;
  vtkFace& operator=(const vtkFace& other) = delete;
};

//------------------------------------------------------------------------------
// For each vertex, store the list of faces incident on this vertex.
// It is view independent.
class vtkUseSet
{
public:
  typedef std::vector<std::list<vtkFace*>*> VectorType;
  VectorType Vector;

  std::list<vtkFace*> AllFaces; // to set up rendering to false.

  // Initialize with the number of vertices.
  vtkUseSet(int size)
    : Vector(size)
  {
    vtkIdType i = 0;
    vtkIdType c = static_cast<vtkIdType>(this->Vector.size());
    while (i < c)
    {
      this->Vector[i] = nullptr;
      ++i;
    }
    this->CellScalars = 0;
    this->NumberOfComponents = 0;
  }

  // Destructor.
  ~vtkUseSet()
  {
    vtkIdType i = 0;
    vtkIdType c = static_cast<vtkIdType>(this->Vector.size());
    while (i < c)
    {
      if (this->Vector[i] != nullptr)
      {
        while (!this->Vector[i]->empty())
        {
          (*this->Vector[i]->begin())->Unref();
          this->Vector[i]->pop_front();
        }
        delete this->Vector[i];
      }
      ++i;
    }
    while (!this->AllFaces.empty())
    {
      (*this->AllFaces.begin())->Unref();
      this->AllFaces.pop_front();
    }
  }

  void SetCellScalars(int cellScalars) { this->CellScalars = cellScalars; }
  void SetNumberOfComponents(int numberOfComponents)
  {
    assert("pre: cell_mode" && this->CellScalars);
    this->NumberOfComponents = numberOfComponents;
  }

  // For each vertex, clear the list of faces incident to it.
  // also set number of cells per vertex to 0.
  void Clear()
  {
    vtkIdType i = 0;
    vtkIdType c = static_cast<vtkIdType>(this->Vector.size());
    while (i < c)
    {
      if (this->Vector[i] != nullptr)
      {
        while (!this->Vector[i]->empty())
        {
          (*this->Vector[i]->begin())->Unref();
          this->Vector[i]->pop_front();
        }
        delete this->Vector[i];
        this->Vector[i] = nullptr;
      }
      ++i;
    }
    while (!this->AllFaces.empty())
    {
      (*this->AllFaces.begin())->Unref();
      this->AllFaces.pop_front();
    }
  }

  // Add face to each vertex only if the useset does not have the face yet.
  void AddFace(vtkIdType faceIds[3], vtkDataArray* scalars, vtkIdType cellIdx,
    int orientationChanged, bool external)
  {
    // Ignore degenerate faces.
    if ((faceIds[0] == faceIds[1]) || (faceIds[1] == faceIds[2]))
      return;

    assert("pre: ordered ids" && faceIds[0] < faceIds[1] && faceIds[1] < faceIds[2]);

    vtkFace* f = this->GetFace(faceIds);
    if (f == nullptr)
    {
      int externalSide;
      if (external)
      {
        if (orientationChanged)
        {
          externalSide = vtkFace::BACK_FACE;
        }
        else
        {
          externalSide = vtkFace::FRONT_FACE;
        }
      }
      else
      {
        externalSide = vtkFace::NOT_EXTERNAL;
      }
      f = new vtkFace(faceIds, externalSide);
      this->AllFaces.push_back(f);
      f->Ref();
      // All the vertices of this face need to be fed
      int i = 0;
      while (i < 3)
      {
        std::list<vtkFace*>* p = this->Vector[faceIds[i]];
        if (p == nullptr)
        {
          p = new std::list<vtkFace*>;
          this->Vector[faceIds[i]] = p;
        }
        p->push_back(f);
        f->Ref();
        ++i;
      }
      if (this->CellScalars)
      {
        int c = this->NumberOfComponents;
        int scalarNumber;
        if (orientationChanged)
        {
          scalarNumber = 1;
        }
        else
        {
          scalarNumber = 0;
        }
        if (c == 1)
        {
          f->SetScalar(scalarNumber, scalars->GetComponent(cellIdx, 0));
        }
        else
        {
          double tmp = 0;
          double tmp2;
          i = 0;
          while (i < c)
          {
            tmp2 = scalars->GetComponent(cellIdx, i);
            tmp += tmp2 * tmp2;
            ++i;
          }
          f->SetScalar(scalarNumber, sqrt(tmp));
        }
      }
    }
    else
    {
      if (this->CellScalars)
      {
        int scalarNumber;
        if (orientationChanged)
        {
          scalarNumber = 1;
        }
        else
        {
          scalarNumber = 0;
        }
        int c = this->NumberOfComponents;
        if (c == 1)
        {
          f->SetScalar(scalarNumber, scalars->GetComponent(cellIdx, 0));
        }
        else
        {
          double tmp = 0;
          double tmp2;
          int i = 0;
          while (i < c)
          {
            tmp2 = scalars->GetComponent(cellIdx, i);
            tmp += tmp2 * tmp2;
            ++i;
          }
          f->SetScalar(scalarNumber, sqrt(tmp));
        }
      }
    }
  }

  void SetNotRendered()
  {
    std::list<vtkFace*>::iterator it;
    std::list<vtkFace*>::iterator end;
    it = this->AllFaces.begin();
    end = this->AllFaces.end();
    while (it != end)
    {
      (*it)->SetRendered(0);
      ++it;
    }
  }

protected:
  // Return pointer to face faceIds if the use set of vertex faceIds[0] have
  // this face, otherwise return null.
  vtkFace* GetFace(vtkIdType faceIds[3])
  {
    std::list<vtkFace*>* useSet = this->Vector[faceIds[0]];
    vtkFace* result = nullptr;

    if (useSet != nullptr)
    {
      this->It = (*useSet).begin();
      this->ItEnd = (*useSet).end();
      int found = 0;
      while (!found && this->It != this->ItEnd)
      {
        result = *this->It;
        found = result->IsEqual(faceIds);
        ++this->It;
      }
      if (!found)
      {
        result = nullptr;
      }
    }
    return result;
  }

  int CellScalars;
  int NumberOfComponents;

  // Used in GetFace()
  std::list<vtkFace*>::iterator It;
  std::list<vtkFace*>::iterator ItEnd;
};

// For each vertex, store its projection. It is view-dependent.
class vtkVertices
{
public:
  typedef std::vector<vtkVertexEntry> VectorType;
  VectorType Vector;

  // Initialize with the number of vertices.
  vtkVertices(int size)
    : Vector(size)
  {
  }
};

VTK_ABI_NAMESPACE_END
};

using namespace vtkUnstructuredGridVolumeZSweepMapperNamespace;

VTK_ABI_NAMESPACE_BEGIN
//------------------------------------------------------------------------------
// Implementation of the public class.

vtkStandardNewMacro(vtkUnstructuredGridVolumeZSweepMapper);

vtkCxxSetObjectMacro(
  vtkUnstructuredGridVolumeZSweepMapper, RayIntegrator, vtkUnstructuredGridVolumeRayIntegrator);

//------------------------------------------------------------------------------
// Description:
// Set MaxPixelListSize to 32.
vtkUnstructuredGridVolumeZSweepMapper::vtkUnstructuredGridVolumeZSweepMapper()
{
  this->MaxPixelListSize = 64; // default value.

  this->ImageSampleDistance = 1.0;
  this->MinimumImageSampleDistance = 1.0;
  this->MaximumImageSampleDistance = 10.0;
  this->AutoAdjustSampleDistances = 1;

  this->ImageMemorySize[0] = 0;
  this->ImageMemorySize[1] = 0;

  this->Image = nullptr;
  this->RealRGBAImage = nullptr;

  this->RenderTimeTable = nullptr;
  this->RenderVolumeTable = nullptr;
  this->RenderRendererTable = nullptr;
  this->RenderTableSize = 0;
  this->RenderTableEntries = 0;

  this->ZBuffer = nullptr;
  this->ZBufferSize[0] = 0;
  this->ZBufferSize[1] = 0;
  this->ZBufferOrigin[0] = 0;
  this->ZBufferOrigin[1] = 0;

  this->IntermixIntersectingGeometry = 1;

  this->ImageDisplayHelper = vtkRayCastImageDisplayHelper::New();

  this->PixelListFrame = nullptr;

  this->Cell = vtkGenericCell::New();

  this->EventList = vtkPriorityQueue::New();

  this->UseSet = nullptr;
  this->Vertices = nullptr;

  this->PerspectiveTransform = vtkTransform::New();
  this->PerspectiveMatrix = vtkMatrix4x4::New();

  this->SimpleEdge = new vtkSimpleScreenEdge;
  this->DoubleEdge = new vtkDoubleScreenEdge;

  this->Span = new vtkSpan;

  this->RayIntegrator = nullptr;
  this->RealRayIntegrator = nullptr;

  this->IntersectionLengths = vtkDoubleArray::New();
  this->IntersectionLengths->SetNumberOfValues(1);
  this->NearIntersections = vtkDoubleArray::New();
  this->NearIntersections->SetNumberOfValues(1);
  this->FarIntersections = vtkDoubleArray::New();
  this->FarIntersections->SetNumberOfValues(1);

  this->MemoryManager = nullptr;
}

//------------------------------------------------------------------------------
vtkUnstructuredGridVolumeZSweepMapper::~vtkUnstructuredGridVolumeZSweepMapper()
{
  delete this->MemoryManager;
  delete this->PixelListFrame;
  this->Cell->Delete();
  this->EventList->Delete();

  this->ImageDisplayHelper->Delete();

  delete this->UseSet;
  delete this->Vertices;

  this->PerspectiveTransform->Delete();
  this->PerspectiveMatrix->Delete();

  delete this->SimpleEdge;
  delete this->DoubleEdge;
  delete this->Span;

  if (this->Image)
  {
    delete[] this->Image;
    delete[] this->RealRGBAImage;
  }

  if (this->RenderTableSize)
  {
    delete[] this->RenderTimeTable;
    delete[] this->RenderVolumeTable;
    delete[] this->RenderRendererTable;
  }

  this->SetRayIntegrator(nullptr);
  if (this->RealRayIntegrator)
  {
    this->RealRayIntegrator->UnRegister(this);
  }

  this->IntersectionLengths->Delete();
  this->NearIntersections->Delete();
  this->FarIntersections->Delete();
}

//------------------------------------------------------------------------------
float vtkUnstructuredGridVolumeZSweepMapper::RetrieveRenderTime(vtkRenderer* ren, vtkVolume* vol)
{
  int i;

  for (i = 0; i < this->RenderTableEntries; i++)
  {
    if (this->RenderVolumeTable[i] == vol && this->RenderRendererTable[i] == ren)
    {
      return this->RenderTimeTable[i];
    }
  }

  return 0.0;
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::StoreRenderTime(
  vtkRenderer* ren, vtkVolume* vol, float time)
{
  int i;
  for (i = 0; i < this->RenderTableEntries; i++)
  {
    if (this->RenderVolumeTable[i] == vol && this->RenderRendererTable[i] == ren)
    {
      this->RenderTimeTable[i] = time;
      return;
    }
  }

  // Need to increase size
  if (this->RenderTableEntries >= this->RenderTableSize)
  {
    if (this->RenderTableSize == 0)
    {
      this->RenderTableSize = 10;
    }
    else
    {
      this->RenderTableSize *= 2;
    }

    float* oldTimePtr = this->RenderTimeTable;
    vtkVolume** oldVolumePtr = this->RenderVolumeTable;
    vtkRenderer** oldRendererPtr = this->RenderRendererTable;

    this->RenderTimeTable = new float[this->RenderTableSize];
    this->RenderVolumeTable = new vtkVolume*[this->RenderTableSize];
    this->RenderRendererTable = new vtkRenderer*[this->RenderTableSize];

    for (i = 0; i < this->RenderTableEntries; i++)
    {
      this->RenderTimeTable[i] = oldTimePtr[i];
      this->RenderVolumeTable[i] = oldVolumePtr[i];
      this->RenderRendererTable[i] = oldRendererPtr[i];
    }

    delete[] oldTimePtr;
    delete[] oldVolumePtr;
    delete[] oldRendererPtr;
  }

  this->RenderTimeTable[this->RenderTableEntries] = time;
  this->RenderVolumeTable[this->RenderTableEntries] = vol;
  this->RenderRendererTable[this->RenderTableEntries] = ren;

  this->RenderTableEntries++;
}

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

  os << indent << "Max Pixel List Size: " << this->MaxPixelListSize << "\n";

  os << indent << "Image Sample Distance: " << this->ImageSampleDistance << "\n";
  os << indent << "Minimum Image Sample Distance: " << this->MinimumImageSampleDistance << "\n";
  os << indent << "Maximum Image Sample Distance: " << this->MaximumImageSampleDistance << "\n";
  os << indent << "Auto Adjust Sample Distances: " << this->AutoAdjustSampleDistances << "\n";
  os << indent << "Intermix Intersecting Geometry: "
     << (this->IntermixIntersectingGeometry ? "On\n" : "Off\n");

  // The PrintSelf test just search for words in the PrintSelf function
  // We add here the internal variable we don't want to display:
  // this->ImageViewportSize this->ImageOrigin this->ImageInUseSize

  if (this->RayIntegrator)
  {
    os << indent << "RayIntegrator: " << this->RayIntegrator->GetClassName() << endl;
  }
  else
  {
    os << indent << "RayIntegrator: (automatic)" << endl;
  }
}

//------------------------------------------------------------------------------
// Description:
// Maximum size allowed for a pixel list. Default is 32.
// During the rendering, if a list of pixel is full, incremental compositing
// is performed. Even if it is a user setting, it is an advanced parameter.
// You have to understand how the algorithm works to change this value.
int vtkUnstructuredGridVolumeZSweepMapper::GetMaxPixelListSize()
{
  return this->MaxPixelListSize;
}

//------------------------------------------------------------------------------
// Description:
// Change the maximum size allowed for a pixel list. It is an advanced
// parameter.
void vtkUnstructuredGridVolumeZSweepMapper::SetMaxPixelListSize(int size)
{
  assert("pre: positive_size" && size > 1);
  this->MaxPixelListSize = size;
}

//------------------------------------------------------------------------------
#define ESTABLISH_INTEGRATOR(classname)                                                            \
  do                                                                                               \
  {                                                                                                \
    if (!this->RealRayIntegrator || (!this->RealRayIntegrator->IsA(#classname)))                   \
    {                                                                                              \
      if (this->RealRayIntegrator)                                                                 \
        this->RealRayIntegrator->UnRegister(this);                                                 \
      this->RealRayIntegrator = classname::New();                                                  \
      this->RealRayIntegrator->Register(this);                                                     \
      this->RealRayIntegrator->Delete();                                                           \
    }                                                                                              \
  } while (false)

//------------------------------------------------------------------------------
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
// Render the volume
void vtkUnstructuredGridVolumeZSweepMapper::Render(vtkRenderer* ren, vtkVolume* vol)
{
  vtkDebugMacro(<< "Render");

  // Check for input
  if (this->GetInput() == nullptr)
  {
    vtkErrorMacro(<< "No Input!");
    return;
  }

  int inputAlgPort;
  vtkAlgorithm* inputAlg = this->GetInputAlgorithm(0, 0, inputAlgPort);
  inputAlg->UpdateWholeExtent();

  this->Scalars = vtkUnstructuredGridVolumeZSweepMapper::GetScalars(this->GetInput(),
    this->ScalarMode, this->ArrayAccessMode, this->ArrayId, this->ArrayName, this->CellScalars);

  if (this->Scalars == nullptr)
  {
    vtkErrorMacro("Can't use the ZSweep mapper without scalars!");
    return;
  }

  // Check to make sure we have an appropriate integrator.
  if (this->RayIntegrator)
  {
    if (this->RealRayIntegrator != this->RayIntegrator)
    {
      if (this->RealRayIntegrator)
      {
        this->RealRayIntegrator->UnRegister(this);
      }
      this->RealRayIntegrator = this->RayIntegrator;
      this->RealRayIntegrator->Register(this);
    }
  }
  else
  {
    if (this->CellScalars)
    {
      ESTABLISH_INTEGRATOR(vtkUnstructuredGridHomogeneousRayIntegrator);
    }
    else
    {
      if (vol->GetProperty()->GetIndependentComponents())
      {
        ESTABLISH_INTEGRATOR(vtkUnstructuredGridPreIntegration);
      }
      else
      {
        ESTABLISH_INTEGRATOR(vtkUnstructuredGridPartialPreIntegration);
      }
    }
  }
  // Start timing now. We didn't want to capture the update of the
  // input data in the times
  this->Timer->StartTimer();

  int oldImageMemorySize[2];
  oldImageMemorySize[0] = this->ImageMemorySize[0];
  oldImageMemorySize[1] = this->ImageMemorySize[1];

  // If we are automatically adjusting the size to achieve a desired frame
  // rate, then do that adjustment here. Base the new image sample distance
  // on the previous one and the previous render time. Don't let
  // the adjusted image sample distance be less than the minimum image sample
  // distance or more than the maximum image sample distance.
  float oldImageSampleDistance = this->ImageSampleDistance;
  if (this->AutoAdjustSampleDistances)
  {
    float oldTime = this->RetrieveRenderTime(ren, vol);
    float newTime = vol->GetAllocatedRenderTime();
    this->ImageSampleDistance *= sqrt(oldTime / newTime);
    this->ImageSampleDistance = (this->ImageSampleDistance > this->MaximumImageSampleDistance)
      ? (this->MaximumImageSampleDistance)
      : (this->ImageSampleDistance);
    this->ImageSampleDistance = (this->ImageSampleDistance < this->MinimumImageSampleDistance)
      ? (this->MinimumImageSampleDistance)
      : (this->ImageSampleDistance);
  }

  // The full image fills the viewport. First, compute the actual viewport
  // size, then divide by the ImageSampleDistance to find the full image
  // size in pixels
  int width, height;
  ren->GetTiledSize(&width, &height);
  this->ImageViewportSize[0] = static_cast<int>(width / this->ImageSampleDistance);
  this->ImageViewportSize[1] = static_cast<int>(height / this->ImageSampleDistance);

  this->ImageInUseSize[0] = this->ImageViewportSize[0];
  this->ImageInUseSize[1] = this->ImageViewportSize[1];
  this->ImageOrigin[0] = 0;
  this->ImageOrigin[1] = 0;

  // What is a power of 2 size big enough to fit this image?
  this->ImageMemorySize[0] = 32;
  this->ImageMemorySize[1] = 32;
  while (this->ImageMemorySize[0] < this->ImageInUseSize[0])
  {
    this->ImageMemorySize[0] *= 2;
  }
  while (this->ImageMemorySize[1] < this->ImageInUseSize[1])
  {
    this->ImageMemorySize[1] *= 2;
  }

  // If the old image size is much too big (more than twice in
  // either direction) then set the old width to 0 which will
  // cause the image to be recreated
  if (oldImageMemorySize[0] > 2 * this->ImageMemorySize[0] ||
    oldImageMemorySize[1] > 2 * this->ImageMemorySize[1])
  {
    oldImageMemorySize[0] = 0;
  }

  // If the old image is big enough (but not too big - we handled
  // that above) then we'll bump up our required size to the
  // previous one. This will keep us from thrashing.
  if (oldImageMemorySize[0] >= this->ImageMemorySize[0] &&
    oldImageMemorySize[1] >= this->ImageMemorySize[1])
  {
    this->ImageMemorySize[0] = oldImageMemorySize[0];
    this->ImageMemorySize[1] = oldImageMemorySize[1];
  }

  int bufferSize = this->ImageMemorySize[0] * this->ImageMemorySize[1] * 4;

  // Do we already have a texture big enough? If not, create a new one and
  // clear it.
  if (!this->Image || this->ImageMemorySize[0] > oldImageMemorySize[0] ||
    this->ImageMemorySize[1] > oldImageMemorySize[1])
  {
    // If there is an image there must be row bounds
    if (this->Image)
    {
      delete[] this->Image;
      delete[] this->RealRGBAImage;
    }
    this->Image = new unsigned char[bufferSize];
    this->RealRGBAImage = new float[bufferSize];
  }

  // We have to clear the image, each time:
  memset(this->Image, 0, bufferSize);

  vtkIdType j = 0;
  while (j < bufferSize)
  {
    this->RealRGBAImage[j] = 0;
    this->RealRGBAImage[j + 1] = 0;
    this->RealRGBAImage[j + 2] = 0;
    this->RealRGBAImage[j + 3] = 0;
    j += 4;
  }

  // Capture the zbuffer if necessary
  if (this->IntermixIntersectingGeometry && ren->GetNumberOfPropsRendered())
  {
    int x1, x2, y1, y2;
    double* viewport = ren->GetViewport();
    const int* renWinSize = ren->GetRenderWindow()->GetSize();

    // turn this->ImageOrigin into (x1,y1) in window (not viewport!)
    // coordinates.
    x1 = static_cast<int>(viewport[0] * static_cast<float>(renWinSize[0]) +
      static_cast<float>(this->ImageOrigin[0]) * this->ImageSampleDistance);
    y1 = static_cast<int>(viewport[1] * static_cast<float>(renWinSize[1]) +
      static_cast<float>(this->ImageOrigin[1]) * this->ImageSampleDistance);

    // compute z buffer size
    this->ZBufferSize[0] =
      static_cast<int>(static_cast<float>(this->ImageInUseSize[0]) * this->ImageSampleDistance);
    this->ZBufferSize[1] =
      static_cast<int>(static_cast<float>(this->ImageInUseSize[1]) * this->ImageSampleDistance);

    // Use the size to compute (x2,y2) in window coordinates
    x2 = x1 + this->ZBufferSize[0] - 1;
    y2 = y1 + this->ZBufferSize[1] - 1;

    // This is the z buffer origin (in viewport coordinates)
    this->ZBufferOrigin[0] =
      static_cast<int>(static_cast<float>(this->ImageOrigin[0]) * this->ImageSampleDistance);
    this->ZBufferOrigin[1] =
      static_cast<int>(static_cast<float>(this->ImageOrigin[1]) * this->ImageSampleDistance);

    // Capture the z buffer
    this->ZBuffer = ren->GetRenderWindow()->GetZbufferData(x1, y1, x2, y2);
  }

  this->RealRayIntegrator->Initialize(vol, this->Scalars);

  // Here is the Zsweep algorithm:

  // 1. For each vertex, find the list of incident faces (the "use set") (3.1)
  // In the original paper, it deals with incident cells but the chapter about
  // the parallel version in the dissertation deals with faces, which makes
  // more sense. Hence, there is no need for the sparsification step (3.5.1)
  // It is view-independent, so it can be reused for the next call to Render()
  // if the dataset did not change.
  vtkDebugMacro(<< "BuildUseSets: start");
  this->BuildUseSets();
  vtkDebugMacro(<< "BuildUseSets: done");

  // 2. Sort the vertices by z-coordinates (view-dependent) in view space.
  // For each vertex, compute its camera coordinates and sort it
  // by z in an heap. The heap is called the "event list".
  // The heap stores the Id of the vertices.
  // It is view-dependent.
  vtkDebugMacro(<< "ProjectAndSortVertices: start");
  this->ProjectAndSortVertices(ren, vol);
  vtkDebugMacro(<< "ProjectAndSortVertices: done");

  // 3. Create an empty "pixel list" (two way linked list) for each pixel of
  //    the screen.
  vtkDebugMacro(<< "CreateAndCleanPixelList: start");
  this->CreateAndCleanPixelList();
  vtkDebugMacro(<< "CreateAndCleanPixelList: done");

  // 4. Main loop
  // (section 2 paragraph 11)
  vtkDebugMacro(<< "MainLoop: start");
  this->MainLoop(ren->GetRenderWindow());
  vtkDebugMacro(<< "MainLoop: done");

  // The algorithm is done: send to result to the final image.
  if (!ren->GetRenderWindow()->GetAbortRender())
  {
    float depth;
    if (this->IntermixIntersectingGeometry)
    {
      depth = this->GetMinimumBoundsDepth(ren, vol);
    }
    else
    {
      depth = -1;
    }

    // copy the double image into the unsigned char image:

    j = 0;
    while (j < bufferSize)
    {
      float alpha = this->RealRGBAImage[j + 3];
      if (alpha != 0)
      {
        this->Image[j + 0] = this->ColorComponentRealToByte(this->RealRGBAImage[j + 0]);
        this->Image[j + 1] = this->ColorComponentRealToByte(this->RealRGBAImage[j + 1]);
        this->Image[j + 2] = this->ColorComponentRealToByte(this->RealRGBAImage[j + 2]);
        this->Image[j + 3] = this->ColorComponentRealToByte(alpha);
      }
      else
      {
        this->Image[j + 0] = 0;
        this->Image[j + 1] = 0;
        this->Image[j + 2] = 0;
        this->Image[j + 3] = 0;
      }
      j += 4;
    }
    this->ImageDisplayHelper->RenderTexture(vol, ren, this->ImageMemorySize,
      this->ImageViewportSize, this->ImageInUseSize, this->ImageOrigin, depth, this->Image);

    this->Timer->StopTimer();
    this->TimeToDraw = this->Timer->GetElapsedTime();
    this->StoreRenderTime(ren, vol, this->TimeToDraw);
  }
  else
  {
    this->ImageSampleDistance = oldImageSampleDistance;
  }

  delete[] this->ZBuffer;
  this->ZBuffer = nullptr;

  this->UpdateProgress(1.0);
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::AllocateUseSet(vtkIdType size)
{
  if (this->UseSet != nullptr)
  {
    if (size > static_cast<vtkIdType>(this->UseSet->Vector.size()))
    {
      delete this->UseSet;
      this->UseSet = new vtkUseSet(size);
    }
    else
    {
      this->UseSet->Clear();
    }
  }
  else
  {
    this->UseSet = new vtkUseSet(size);
  }
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::AllocateVertices(vtkIdType size)
{
  if (this->Vertices != nullptr)
  {
    if (size > static_cast<vtkIdType>(this->Vertices->Vector.size()))
    {
      delete this->Vertices;
      this->Vertices = new vtkVertices(size);
    }
  }
  else
  {
    this->Vertices = new vtkVertices(size);
  }
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::BuildUseSets()
{
  int needsUpdate = 0;

  // If we have never created the list, we need updating
  if (this->UseSet == nullptr)
  {
    needsUpdate = 1;
  }

  // If the data has changed in some way then we need to update
  vtkUnstructuredGridBase* input = this->GetInput();
  if (input->GetMTime() > this->SavedTriangleListMTime.GetMTime())
  {
    needsUpdate = 1;
  }

  if (this->CellScalars && this->GetMTime() > this->SavedTriangleListMTime.GetMTime())
  {
    needsUpdate = 1;
  }

  // If we don't need updating, return
  if (!needsUpdate)
  {
    return;
  }

  vtkIdType numberOfPoints = input->GetNumberOfPoints();

  vtkIdList* cellNeighbors = vtkIdList::New();

  // init the use set of each vertex
  this->AllocateUseSet(numberOfPoints);

  this->UseSet->SetCellScalars(this->CellScalars);
  if (this->CellScalars)
  {
    this->UseSet->SetNumberOfComponents(this->Scalars->GetNumberOfComponents());
  }
  // for each cell
  vtkSmartPointer<vtkCellIterator> cellIter =
    vtkSmartPointer<vtkCellIterator>::Take(input->NewCellIterator());
  for (cellIter->InitTraversal(); !cellIter->IsDoneWithTraversal(); cellIter->GoToNextCell())
  {
    cellIter->GetCell(this->Cell);
    vtkIdType faces = this->Cell->GetNumberOfFaces();
    if (faces > 0)
    {
      vtkIdType faceidx = 0;
      vtkCell* face;
      vtkIdType faceIds[3];
      vtkIdType orderedFaceIds[3];
      // for each face
      while (faceidx < faces)
      {
        face = this->Cell->GetFace(faceidx);
        faceIds[0] = face->GetPointId(0);
        faceIds[1] = face->GetPointId(1);
        faceIds[2] = face->GetPointId(2);
        int orientationChanged = this->ReorderTriangle(faceIds, orderedFaceIds);
        input->GetCellNeighbors(cellIter->GetCellId(), face->GetPointIds(), cellNeighbors);
        bool external = (cellNeighbors->GetNumberOfIds() == 0);

        // Add face only if it is not already in the useset.
        this->UseSet->AddFace(
          orderedFaceIds, this->Scalars, cellIter->GetCellId(), orientationChanged, external);

        ++faceidx;
      }
    }
  }
  cellNeighbors->Delete();
  this->SavedTriangleListMTime.Modified();
}

//------------------------------------------------------------------------------
// Description:
// Reorder vertices `v' in increasing order in `w'. Return if the orientation
// has changed.
int vtkUnstructuredGridVolumeZSweepMapper::ReorderTriangle(vtkIdType v[3], vtkIdType w[3])
{
  if (v[0] > v[1])
  {
    if (v[1] > v[2])
    {
      // v[2] is the min
      w[0] = v[2];
      w[1] = v[0];
      w[2] = v[1];
    }
    else
    {
      // v[1] is the min
      w[0] = v[1];
      w[1] = v[2];
      w[2] = v[0];
    }
  }
  else
  {
    if (v[0] > v[2])
    {
      // v[2] is the min
      w[0] = v[2];
      w[1] = v[0];
      w[2] = v[1];
    }
    else
    {
      // v[0] is the min
      w[0] = v[0];
      w[1] = v[1];
      w[2] = v[2];
    }
  }
  // At this point the triangle start with the min id and the
  // order did not change
  // Now, ensure that the two last id are in increasing order
  int result = w[1] > w[2];
  if (result)
  {
    vtkIdType tmp = w[1];
    w[1] = w[2];
    w[2] = tmp;
  }
  return result;
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::ProjectAndSortVertices(vtkRenderer* ren, vtkVolume* vol)
{
  assert("pre: empty list" && this->EventList->GetNumberOfItems() == 0);

  vtkUnstructuredGridBase* input = this->GetInput();
  vtkIdType numberOfPoints = input->GetNumberOfPoints();

  vtkIdType pointId = 0;
  vtkVertexEntry* vertex = nullptr;
  // Pre-computation for the projection.

  ren->ComputeAspect();
  double* aspect = ren->GetAspect();

  // Get the view matrix in two steps - there is a one step method in camera
  // but it turns off stereo so we do not want to use that one
  vtkCamera* cam = ren->GetActiveCamera();
  this->PerspectiveTransform->Identity();
  this->PerspectiveTransform->Concatenate(
    cam->GetProjectionTransformMatrix(aspect[0] / aspect[1], 0.0, 1.0));
  this->PerspectiveTransform->Concatenate(cam->GetViewTransformMatrix());
  vtkNew<vtkMatrix4x4> modelToWorld;
  vol->GetModelToWorldMatrix(modelToWorld);
  this->PerspectiveTransform->Concatenate(modelToWorld);
  this->PerspectiveMatrix->DeepCopy(this->PerspectiveTransform->GetMatrix());

  this->AllocateVertices(numberOfPoints);

  while (pointId < numberOfPoints)
  {
    vertex = &(this->Vertices->Vector[pointId]);

    // Projection
    //
    double inPoint[4];
    input->GetPoint(pointId, inPoint);
    inPoint[3] = 1.0;

    double outPoint[4];
    this->PerspectiveMatrix->MultiplyPoint(inPoint, outPoint);
    assert("outPoint[3]" && outPoint[3] != 0.0);

    double invW = 1 / outPoint[3];
    double zView = outPoint[2] * invW;

    int xScreen = static_cast<int>(
      (outPoint[0] * invW + 1) * 0.5 * this->ImageViewportSize[0] - this->ImageOrigin[0]);
    int yScreen = static_cast<int>(
      (outPoint[1] * invW + 1) * 0.5 * this->ImageViewportSize[1] - this->ImageOrigin[1]);

    double outWorldPoint[4];

    modelToWorld->MultiplyPoint(inPoint, outWorldPoint);

    assert("check: vol no projection" && outWorldPoint[3] == 1);

    double scalar;
    if (this->CellScalars) // cell attribute
    {
      scalar = 0; // ignored
    }
    else // point attribute
    {
      int numComp = this->Scalars->GetNumberOfComponents();
      if (numComp == 1)
      {
        scalar = this->Scalars->GetComponent(pointId, 0);
      }
      else
      {
        int comp = 0;
        scalar = 0;
        while (comp < numComp)
        {
          double value = this->Scalars->GetComponent(pointId, comp);
          scalar += value * value;
          ++comp;
        }
        scalar = sqrt(scalar);
      }
    }

    vertex->Set(xScreen, yScreen, outWorldPoint[0] / outWorldPoint[3],
      outWorldPoint[1] / outWorldPoint[3], outWorldPoint[2] / outWorldPoint[3], zView, scalar,
      invW);

    // Sorting
    //
    // we store -z because the top of the priority list is the
    // smallest value
#ifdef BACK_TO_FRONT
    this->EventList->Insert(-zView, pointId);
#else
    this->EventList->Insert(zView, pointId);
#endif
    ++pointId;
  }
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::CreateAndCleanPixelList()
{
  // paper: a "pixel list" is a double linked list. We put that in a queue.
  vtkIdType size = this->ImageInUseSize[0] * this->ImageInUseSize[1];
  if (this->PixelListFrame != nullptr)
  {
    if (this->PixelListFrame->GetSize() < size)
    {
      delete this->PixelListFrame;
      this->PixelListFrame = nullptr;
    }
  }

  if (this->PixelListFrame == nullptr)
  {
    this->PixelListFrame = new vtkPixelListFrame(size);
  }
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::MainLoop(vtkRenderWindow* renWin)
{
  // used to know if the next vertex is on the same plane
  double currentZ; // than the previous one. If so, the z-target has to be
  // updated (without calling the compositing function)
  if (this->EventList->GetNumberOfItems() == 0)
  {
    return; // we are done.
  }

  // initialize the "previous z-target" to the z-coordinate of the first
  // vertex.
  double previousZTarget = 0.0;
  vtkIdType vertex = this->EventList->Peek(0, previousZTarget);

#ifdef BACK_TO_FRONT
  previousZTarget = -previousZTarget; // because the EventList store -z
#endif

  // (section 2 paragraph 11)
  // initialize the "z-target" with the maximum z-coordinate of the adjacent
  // vertices to the first vertex. The adjacent vertices can be found
  // indirectly by using the "use set" of the first vertex (cells), and
  // by taking the vertices of all those cells.
  //
  double zTarget = previousZTarget;
  std::list<vtkFace*>::iterator it;
  std::list<vtkFace*>::iterator itEnd;

  //  this->MaxRecordedPixelListSize=0;
  this->MaxPixelListSizeReached = 0;
  this->XBounds[0] = this->ImageInUseSize[0];
  this->XBounds[1] = 0;
  this->YBounds[0] = this->ImageInUseSize[1];
  this->YBounds[1] = 0;

  vtkIdType progressCount = 0;
  vtkIdType sum = this->EventList->GetNumberOfItems();

  if (this->MemoryManager == nullptr)
  {
    this->MemoryManager = new vtkPixelListEntryMemory;
  }

  this->UseSet->SetNotRendered();

  int aborded = 0;
  // for each vertex of the "event list"
  while (this->EventList->GetNumberOfItems() > 0)
  {
    this->UpdateProgress(static_cast<double>(progressCount) / sum);

    aborded = renWin->CheckAbortStatus();
    if (aborded)
    {
      break;
    }
    ++progressCount;
    //  the z coordinate of the current vertex defines the "sweep plane".
    vertex = this->EventList->Pop(0, currentZ);

    if (this->UseSet->Vector[vertex] != nullptr)
    { // otherwise the vertex is not useful, basically this is the
      // end we reached the last ztarget

#ifdef BACK_TO_FRONT
      currentZ = -currentZ; // because the EventList store -z
#endif

      if (previousZTarget == currentZ)
      {
        // the new vertex is on the same sweep plane than the previous vertex
        // that defined a z target
        // => the z target has to be updated accordingly
        // This is also the case for the first vertex.
        it = this->UseSet->Vector[vertex]->begin();
        itEnd = this->UseSet->Vector[vertex]->end();

        // for each face incident with the vertex
        while (it != itEnd)
        {
          vtkFace* face = (*it);
          // for each point of the face, get the closest z
          vtkIdType* vids = face->GetFaceIds();
          vtkIdType i = 0;
          while (i < 3)
          {
            double z = this->Vertices->Vector[vids[i]].GetZview();
#ifdef BACK_TO_FRONT
            if (z < zTarget)
#else
            if (z > zTarget)
#endif
            {
              zTarget = z;
            }
            ++i;
          }
          ++it;
        }
      }

      // Time to call the composite function?
#ifdef BACK_TO_FRONT
      if (currentZ < zTarget)
#else
      if (currentZ > zTarget)
#endif
      {
        this->CompositeFunction(zTarget);

        // Update the zTarget
        previousZTarget = zTarget;

        it = this->UseSet->Vector[vertex]->begin();
        itEnd = this->UseSet->Vector[vertex]->end();
        // for each cell incident with the vertex
        while (it != itEnd)
        {
          vtkFace* face = (*it);
          // for each point of the face, get the closest z
          vtkIdType* vids = face->GetFaceIds();
          vtkIdType i = 0;
          while (i < 3)
          {
            double z = this->Vertices->Vector[vids[i]].GetZview();
#ifdef BACK_TO_FRONT
            if (z < zTarget)
#else
            if (z > zTarget)
#endif
            {
              zTarget = z;
            }
            ++i;
          }
          ++it;
        }
      }
      else
      {
        if (this->MaxPixelListSizeReached)
        {
          this->CompositeFunction(currentZ);
          // We do not update the zTarget in this case.
        }
      }

      //  use the "use set" (cells) of the vertex to get the cells that are
      //  incident on the vertex, and that have this vertex as
      //  minimal z-coordinate,

      it = this->UseSet->Vector[vertex]->begin();
      itEnd = this->UseSet->Vector[vertex]->end();

      while (it != itEnd)
      {
        vtkFace* face = (*it);
        if (!face->GetRendered())
        {
          vtkIdType* vids = face->GetFaceIds();
          if (this->CellScalars)
          {
            this->FaceScalars[0] = face->GetScalar(0);
            this->FaceScalars[1] = face->GetScalar(1);
          }
          this->RasterizeFace(vids, face->GetExternalSide());
          face->SetRendered(1);
        }
#if 0 // face search
      // for each point of the face, get the closest z
      vtkIdType *vids=face->GetFaceIds();
      vtkIdType minVertex=vids[0];
      double farestZ=this->Vertices->Vector[vids[0]].GetZview();

      vtkIdType i=1;
      while(i<3)
      {
        double z=this->Vertices->Vector[vids[i]].GetZview();
#ifdef BACK_TO_FRONT
        if(z>farestZ)
#else
          if(z<farestZ)
#endif
          {
          farestZ=z;
          minVertex=vids[i];
          }
        ++i;
      }
      if(minVertex==vertex)
      {
//        if(face->GetRendered())
//          {
//          cout<<"FACE ALREADY RENDERED!!!!"<<endl;
//          }
        this->RasterizeFace(vids);
//        face->SetRendered(1);
      }
#endif // face search
        ++it;
      }
    } // if useset of vertex is not null
  }   // while(eventList->GetNumberOfItems()>0)

  if (!aborded)
  {
    // Here a final compositing
    vtkDebugMacro(<< "Flush Compositing");
//   this->SavePixelListFrame();
#ifdef BACK_TO_FRONT
    this->CompositeFunction(-2);
#else
    this->CompositeFunction(2);
#endif
  }
  else
  {
    this->EventList->Reset();
  }
  this->PixelListFrame->Clean(this->MemoryManager);
  //  vtkDebugMacro(<<"MaxRecordedPixelListSize="<<this->MaxRecordedPixelListSize);

  assert("post: empty_list" && this->EventList->GetNumberOfItems() == 0);
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::SavePixelListFrame()
{
  vtkPolyData* dataset = vtkPolyData::New();

  vtkIdType height = this->ImageInUseSize[1];
  vtkIdType width = this->ImageInUseSize[0];
  vtkPixelListEntry* current;
  vtkIdType i;

  vtkPoints* pts = vtkPoints::New();
  pts->SetDataTypeToDouble();

  vtkDoubleArray* dataArray = vtkDoubleArray::New();
  vtkCellArray* vertices = vtkCellArray::New();
  vtkIdType pointId = 0;

  //  height=151;
  //  width=151;

  vtkIdType y = 0; // 150;
  while (y < height)
  {
    vtkIdType x = 0; // 150;
    while (x < width)
    {
      i = y * this->ImageInUseSize[0] + x;
      current = this->PixelListFrame->GetFirst(i);
      while (current != nullptr)
      {
        double* values = current->GetValues();

        double point[3];
        point[0] = x;
        point[1] = y;
        point[2] = values[2]; // zWorld

        pts->InsertNextPoint(point);
        dataArray->InsertNextValue(values[3]);
        vertices->InsertNextCell(1, &pointId);
        current = current->GetNext();
        ++pointId;
      }
      ++x;
    }
    ++y;
  }
  dataset->SetPoints(pts);
  pts->Delete();
  dataset->SetVerts(vertices);
  vertices->Delete();
  dataset->GetPointData()->SetScalars(dataArray);
  dataArray->Delete();

  /*
  vtkXMLPolyDataWriter *writer=vtkXMLPolyDataWriter::New();
  writer->SetFileName("pixellistframe.vtp");
  writer->SetInputData(dataset);
  writer->SetIdTypeToInt32();
  dataset->Delete();
  writer->Write();
  writer->Delete();
  */
}

//------------------------------------------------------------------------------
// Description:
// Perform a scan conversion of a triangle, interpolating z and the scalar.
void vtkUnstructuredGridVolumeZSweepMapper::RasterizeFace(vtkIdType faceIds[3], int externalSide)
{
  // The triangle is split by a horizontal line passing through the
  // second vertex v1 (y-order)
  // Hence, on one side there's one edge (v0v2), on the other side there are two
  // edges (v0v1 and v1v2).

  vtkVertexEntry* v0 = &(this->Vertices->Vector[faceIds[0]]);
  vtkVertexEntry* v1 = &(this->Vertices->Vector[faceIds[1]]);
  vtkVertexEntry* v2 = &(this->Vertices->Vector[faceIds[2]]);

  bool exitFace = false;

  // Find the orientation of the triangle on the screen to get the right
  // scalar
  if ((externalSide != vtkFace::NOT_EXTERNAL) || this->CellScalars)
  {
    // To find the "winding" of the triangle as projected in screen space, we
    // perform the cross section.  The result trivially points along the Z axis.
    // Its magnitude is proportional to the triangle area and its direction
    // points away from the "front" face (what we are really interested in).
    // Since we know the cross product points in the Z direction, we only need
    // the Z component.
    int vec0[2], vec1[2];
    vec0[0] = v1->GetScreenX() - v0->GetScreenX();
    vec0[1] = v1->GetScreenY() - v0->GetScreenY();
    vec1[0] = v2->GetScreenX() - v0->GetScreenX();
    vec1[1] = v2->GetScreenY() - v0->GetScreenY();
    int zcross = vec0[0] * vec1[1] - vec0[1] * vec1[0];
    if (zcross < 0)
    {
      this->FaceSide = 1;
    }
    else
    {
      this->FaceSide = 0;
    }

    // When determining the exit face, be conservative.  If the triangle is too
    // small to determine the orientation, it is better to assume that it is
    // exit than not exit.  This is because if it is misclassified as exit, then
    // we simply will not fill a rather small tet.  If it is misclassified as
    // not exit when it is, it could potential cause the filling of a large
    // space.
    if (externalSide == vtkFace::FRONT_FACE)
    {
#ifdef BACK_TO_FRONT
      exitFace = (zcross >= 0);
#else
      exitFace = (zcross <= 0);
#endif
    }
    else if (externalSide == vtkFace::BACK_FACE)
    {
#ifdef BACK_TO_FRONT
      exitFace = (zcross <= 0);
#else
      exitFace = (zcross >= 0);
#endif
    }
  }

  this->RasterizeTriangle(v0, v1, v2, exitFace);
}

//------------------------------------------------------------------------------
// Description:
// Perform a scan conversion of a triangle, interpolating z and the scalar.
void vtkUnstructuredGridVolumeZSweepMapper::RasterizeTriangle(
  vtkVertexEntry* ve0, vtkVertexEntry* ve1, vtkVertexEntry* ve2, bool externalFace)
{
  assert("pre: ve0_exists" && ve0 != nullptr);
  assert("pre: ve1_exists" && ve1 != nullptr);
  assert("pre: ve2_exists" && ve2 != nullptr);

  vtkVertexEntry* v0 = ve0;
  vtkVertexEntry* v1 = ve1;
  vtkVertexEntry* v2 = ve2;

  // The triangle is split by a horizontal line passing through the
  // second vertex v1 (y-order)
  // Hence, on one side there's one edge (v0v2), on the other side there are two
  // edges (v0v1 and v1v2).

  // Order vertices by y screen.

  vtkVertexEntry* tmp;

  if (v0->GetScreenY() > v1->GetScreenY())
  {
    tmp = v0;
    v0 = v1;
    v1 = tmp;
  }
  if (v0->GetScreenY() > v2->GetScreenY())
  {
    tmp = v1;
    v1 = v0;
    v0 = v2;
    v2 = tmp;
  }
  else
  {
    if (v1->GetScreenY() > v2->GetScreenY())
    {
      tmp = v1;
      v1 = v2;
      v2 = tmp;
    }
  }

  if (v0->GetScreenY() < this->YBounds[0])
  {
    if (v0->GetScreenY() >= 0)
    {
      this->YBounds[0] = v0->GetScreenY();
    }
    else
    {
      this->YBounds[0] = 0;
    }
  }
  if (v2->GetScreenY() > this->YBounds[1])
  {
    if (v2->GetScreenY() < this->ImageInUseSize[1])
    {
      this->YBounds[1] = v2->GetScreenY();
    }
    else
    {
      this->YBounds[1] = this->ImageInUseSize[1] - 1;
    }
  }

  int x = v0->GetScreenX();

  if (x < this->XBounds[0])
  {
    if (x >= 0)
    {
      this->XBounds[0] = x;
    }
    else
    {
      this->XBounds[0] = 0;
    }
  }
  else
  {
    if (x > this->XBounds[1])
    {
      if (x < this->ImageInUseSize[0])
      {
        this->XBounds[1] = x;
      }
      else
      {
        this->XBounds[1] = this->ImageInUseSize[0] - 1;
      }
    }
  }
  x = v1->GetScreenX();

  if (x < this->XBounds[0])
  {
    if (x >= 0)
    {
      this->XBounds[0] = x;
    }
    else
    {
      this->XBounds[0] = 0;
    }
  }
  else
  {
    if (x > this->XBounds[1])
    {
      if (x < this->ImageInUseSize[0])
      {
        this->XBounds[1] = x;
      }
      else
      {
        this->XBounds[1] = this->ImageInUseSize[0] - 1;
      }
    }
  }

  x = v2->GetScreenX();

  if (x < this->XBounds[0])
  {
    if (x >= 0)
    {
      this->XBounds[0] = x;
    }
    else
    {
      this->XBounds[0] = 0;
    }
  }
  else
  {
    if (x > this->XBounds[1])
    {
      if (x < this->ImageInUseSize[0])
      {
        this->XBounds[1] = x;
      }
      else
      {
        this->XBounds[1] = this->ImageInUseSize[0] - 1;
      }
    }
  }

  int dy20 = v2->GetScreenY() - v0->GetScreenY();
  int dx10 = v1->GetScreenX() - v0->GetScreenX();
  int dx20 = v2->GetScreenX() - v0->GetScreenX();
  int dy10 = v1->GetScreenY() - v0->GetScreenY();

  int det = dy20 * dx10 - dx20 * dy10;

  vtkScreenEdge* leftEdge = nullptr;
  vtkScreenEdge* rightEdge = nullptr;

  if (det == 0) // v0v1v2 aligned or v0=v1=v2
  {
    // easy case: v0=v1=v2 render the 3 points
    if (v0->GetScreenX() == v1->GetScreenX() && v0->GetScreenX() == v2->GetScreenX() &&
      v0->GetScreenY() == v1->GetScreenY() && v0->GetScreenY() == v2->GetScreenY())
    {
      x = v0->GetScreenX();
      int y = v0->GetScreenY();
      if (x >= 0 && x < this->ImageInUseSize[0] && y >= 0 && y < this->ImageInUseSize[1])
      {
        vtkIdType i = y * this->ImageInUseSize[0] + x;
        // Write the pixel
        vtkPixelListEntry* p0 = this->MemoryManager->AllocateEntry();
        p0->Init(v0->GetValues(), v0->GetZview(), externalFace);
        if (this->CellScalars)
        {
          p0->GetValues()[VTK_VALUES_SCALAR_INDEX] = this->FaceScalars[this->FaceSide];
        }
        this->PixelListFrame->AddAndSort(i, p0);

        vtkPixelListEntry* p1 = this->MemoryManager->AllocateEntry();
        p1->Init(v1->GetValues(), v1->GetZview(), externalFace);
        if (this->CellScalars)
        {
          p1->GetValues()[VTK_VALUES_SCALAR_INDEX] = this->FaceScalars[this->FaceSide];
        }
        this->PixelListFrame->AddAndSort(i, p1);

        vtkPixelListEntry* p2 = this->MemoryManager->AllocateEntry();
        p2->Init(v2->GetValues(), v2->GetZview(), externalFace);
        if (this->CellScalars)
        {
          p2->GetValues()[VTK_VALUES_SCALAR_INDEX] = this->FaceScalars[this->FaceSide];
        }
        this->PixelListFrame->AddAndSort(i, p2);

        //        if(this->PixelListFrame->GetListSize(i)>this->MaxRecordedPixelListSize)
        //          {
        //          this->MaxRecordedPixelListSize=this->PixelListFrame->GetListSize(i);
        //          }

        if (!this->MaxPixelListSizeReached)
        {
          this->MaxPixelListSizeReached =
            this->PixelListFrame->GetListSize(i) > this->MaxPixelListSize;
        }
      }
    }
    else // line
    {
      this->RasterizeLine(v0, v1, externalFace);
      this->RasterizeLine(v1, v2, externalFace);
      this->RasterizeLine(v0, v2, externalFace);
    }
    return;
  }
  else
  {
    if (det > 0) // v0v1 on right
    {
      this->DoubleEdge->Init(v0, v1, v2, dx10, dy10, 1); // true=on right
      rightEdge = this->DoubleEdge;
      this->SimpleEdge->Init(v0, v2, dx20, dy20, 0);
      leftEdge = this->SimpleEdge;
    }
    else
    {
      // v0v1 on left
      this->DoubleEdge->Init(v0, v1, v2, dx10, dy10, 0); // true=on right
      leftEdge = this->DoubleEdge;
      this->SimpleEdge->Init(v0, v2, dx20, dy20, 1);
      rightEdge = this->SimpleEdge;
    }
  }

  int y = v0->GetScreenY();
  int y1 = v1->GetScreenY();
  int y2 = v2->GetScreenY();

  int skipped = 0;

  if (y1 >= 0) // clipping
  {

    if (y1 >= this->ImageInUseSize[1]) // clipping
    {
      y1 = this->ImageInUseSize[1] - 1;
    }

    while (y <= y1)
    {
      if (y >= 0 && y < this->ImageInUseSize[1]) // clipping
      {
        this->RasterizeSpan(y, leftEdge, rightEdge, externalFace);
      }
      ++y;
      if (y <= y1)
      {
        leftEdge->NextLine(y);
        rightEdge->NextLine(y);
      }
    }
  }
  else
  {
    leftEdge->SkipLines(y1 - y, y1);
    rightEdge->SkipLines(y1 - y, y1);
    y = y1;
    skipped = 1;
  }

  if (y < this->ImageInUseSize[1]) // clipping
  {
    leftEdge->OnBottom(skipped, y);
    rightEdge->OnBottom(skipped, y);

    if (y2 >= this->ImageInUseSize[1]) // clipping
    {
      y2 = this->ImageInUseSize[1] - 1;
    }

    while (y <= y2)
    {
      if (y >= 0) // clipping, needed in case of no top
      {
        this->RasterizeSpan(y, leftEdge, rightEdge, externalFace);
      }
      ++y;
      leftEdge->NextLine(y);
      rightEdge->NextLine(y);
    }
  }
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::RasterizeSpan(
  int y, vtkScreenEdge* left, vtkScreenEdge* right, bool exitFace)
{
  assert("pre: left_exists" && left != nullptr);
  assert("pre: right_exists" && right != nullptr);

  vtkIdType i = y * this->ImageInUseSize[0];

  this->Span->Init(left->GetX(), left->GetInvW(), left->GetPValues(), left->GetZview(),
    right->GetX(), right->GetInvW(), right->GetPValues(), right->GetZview());

  while (!this->Span->IsAtEnd())
  {
    int x = this->Span->GetX();
    if (x >= 0 && x < this->ImageInUseSize[0]) // clipping
    {
      vtkIdType j = i + x;
      // Write the pixel
      vtkPixelListEntry* p = this->MemoryManager->AllocateEntry();
      p->Init(this->Span->GetValues(), this->Span->GetZview(), exitFace);

      if (this->CellScalars)
      {
        p->GetValues()[VTK_VALUES_SCALAR_INDEX] = this->FaceScalars[this->FaceSide];
      }
      this->PixelListFrame->AddAndSort(j, p);

      //      if(this->PixelListFrame->GetListSize(j)>this->MaxRecordedPixelListSize)
      //        {
      //        this->MaxRecordedPixelListSize=this->PixelListFrame->GetListSize(j);
      //        }

      if (!this->MaxPixelListSizeReached)
      {
        this->MaxPixelListSizeReached =
          this->PixelListFrame->GetListSize(j) > this->MaxPixelListSize;
      }
    }
    this->Span->NextPixel();
  }
}

enum
{
  VTK_LINE_CONSTANT = 0,
  VTK_LINE_BRESENHAM,
  VTK_LINE_DIAGONAL
};

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::RasterizeLine(
  vtkVertexEntry* v0, vtkVertexEntry* v1, bool exitFace)
{
  assert("pre: v0_exists" && v0 != nullptr);
  assert("pre: v1_exists" && v1 != nullptr);
  assert("pre: y_ordered" && v0->GetScreenY() <= v1->GetScreenY());

  int lineCase;
  int xIncrement; // if true increment x, if false increment y
  int dx;
  int dy;
  int xSign;

  // initialization is not useful, it is just to remove compiler warnings
  int dx2 = 0;
  int dy2 = 0;
  int e = 0;

  double values[VTK_VALUES_SIZE];
  double pValues[VTK_VALUES_SIZE];

  double dPv[VTK_VALUES_SIZE];
  double dInvW;
  double dZ;

  double zView;
  double invW;

  int i;

  int x = v0->GetScreenX();
  int y = v0->GetScreenY();

  // 1. Find the case
  dx = v1->GetScreenX() - v0->GetScreenX();
  if (dx < 0)
  {
    dx = -dx;
    xSign = -1;
  }
  else
  {
    xSign = 1;
  }
  dy = v1->GetScreenY() - v0->GetScreenY();
  xIncrement = dx > dy;
  if (xIncrement)
  {
    if (dy == 0)
    {
      lineCase = VTK_LINE_CONSTANT;
    }
    else
    {
      lineCase = VTK_LINE_BRESENHAM;
      dx2 = dx << 1;
      dy2 = dy << 1;
      e = dx;
    }

    double invDx = 1.0 / dx;
    i = 0;
    invW = v0->GetInvW();
    double invW1 = v1->GetInvW();
    double* val0 = v0->GetValues();
    double* val1 = v1->GetValues();
    while (i < VTK_VALUES_SIZE)
    {
      values[i] = val0[i];
      pValues[i] = values[i] * invW;
      dPv[i] = (val1[i] * invW1 - pValues[i]) * invDx;
      ++i;
    }
    dInvW = (invW1 - invW) * invDx;
    zView = v0->GetZview();
    dZ = (v1->GetZview() - zView) * invDx;
  }
  else
  {
    if (dx == 0)
    {
      if (dy == 0)
      {
        // render both points and return
        // write pixel
        if (x >= 0 && x < this->ImageInUseSize[0] && y >= 0 &&
          y < this->ImageInUseSize[1]) // clipping
        {
          vtkIdType j = y * this->ImageInUseSize[0] + x; // mult==bad!!
          // Write the pixel
          vtkPixelListEntry* p0 = this->MemoryManager->AllocateEntry();
          p0->Init(v0->GetValues(), v0->GetZview(), exitFace);

          if (this->CellScalars)
          {
            p0->GetValues()[VTK_VALUES_SCALAR_INDEX] = this->FaceScalars[this->FaceSide];
          }
          this->PixelListFrame->AddAndSort(j, p0);

          // Write the pixel
          vtkPixelListEntry* p1 = this->MemoryManager->AllocateEntry();
          p1->Init(v1->GetValues(), v1->GetZview(), exitFace);

          if (this->CellScalars)
          {
            p1->GetValues()[VTK_VALUES_SCALAR_INDEX] = this->FaceScalars[this->FaceSide];
          }
          this->PixelListFrame->AddAndSort(j, p1);

          if (!this->MaxPixelListSizeReached)
          {
            this->MaxPixelListSizeReached =
              this->PixelListFrame->GetListSize(j) > this->MaxPixelListSize;
          }
        }
        return;
      }
      else
      {
        lineCase = VTK_LINE_CONSTANT;
      }
    }
    else
    {
      if (dy == dx)
      {
        lineCase = VTK_LINE_DIAGONAL;
      }
      else
      {
        lineCase = VTK_LINE_BRESENHAM;
        dx2 = dx << 1;
        dy2 = dy << 1;
        e = dy;
      }
    }
    double invDy = 1.0 / dy;
    i = 0;
    invW = v0->GetInvW();
    double invW1 = v1->GetInvW();
    double* val0 = v0->GetValues();
    double* val1 = v1->GetValues();
    while (i < VTK_VALUES_SIZE)
    {
      values[i] = val0[i];
      pValues[i] = values[i] * invW;
      dPv[i] = (val1[i] * invW1 - pValues[i]) * invDy;
      ++i;
    }
    dInvW = (invW1 - invW) * invDy;
    zView = v0->GetZview();
    dZ = (v1->GetZview() - zView) * invDy;
  }

  // 2. Iterate over each pixel of the straight line.
  int done = 0;
  while (!done)
  {
    // write pixel
    if (x >= 0 && x < this->ImageInUseSize[0] && y >= 0 && y < this->ImageInUseSize[1]) // clipping
    {
      vtkIdType j = y * this->ImageInUseSize[0] + x; // mult==bad!!
      // Write the pixel
      vtkPixelListEntry* p0 = this->MemoryManager->AllocateEntry();
      p0->Init(values, zView, exitFace);

      if (this->CellScalars)
      {
        p0->GetValues()[VTK_VALUES_SCALAR_INDEX] = this->FaceScalars[this->FaceSide];
      }
      this->PixelListFrame->AddAndSort(j, p0);

      if (!this->MaxPixelListSizeReached)
      {
        this->MaxPixelListSizeReached =
          this->PixelListFrame->GetListSize(j) > this->MaxPixelListSize;
      }
    }

    // next pixel
    switch (lineCase)
    {
      case VTK_LINE_CONSTANT:
        if (xIncrement)
        {
          x += xSign;
          if (xSign > 0)
          {
            done = x > v1->GetScreenX();
          }
          else
          {
            done = x < v1->GetScreenX();
          }
        }
        else
        {
          ++y;
          done = y > v1->GetScreenY();
        }
        // values, invw, zview
        break;
      case VTK_LINE_DIAGONAL:
        ++y;
        x += xSign;
        done = y > v1->GetScreenY();
        // values, invw, zview
        break;
      case VTK_LINE_BRESENHAM:
        if (xIncrement)
        {
          x += xSign;
          e += dy2;
          if (e >= dx2)
          {
            e -= dx2;
            ++y;
          }
          if (xSign > 0)
          {
            done = x > v1->GetScreenX();
          }
          else
          {
            done = x < v1->GetScreenX();
          }
        }
        else
        {
          ++y;
          e += dx2;
          if (e >= dy2)
          {
            e -= dy2;
            x += xSign;
          }
          done = y > v1->GetScreenY();
        }
        // values, invw, zview
        break;
    }
    if (!done)
    {
      invW += dInvW;
      i = 0;
      double w = 1.0 / invW;
      while (i < VTK_VALUES_SIZE)
      {
        pValues[i] += dPv[i];
        values[i] = pValues[i] * w;
        ++i;
      }
      zView += dZ;
    }
  }
}

//------------------------------------------------------------------------------
void vtkUnstructuredGridVolumeZSweepMapper::CompositeFunction(double zTarget)
{
  int y = this->YBounds[0];
  vtkIdType i = y * this->ImageInUseSize[0] + this->XBounds[0];

  vtkIdType index = (y * this->ImageMemorySize[0] + this->XBounds[0]) << 2; // *4
  vtkIdType indexStep = this->ImageMemorySize[0] << 2;                      // *4

  vtkPixelListEntry* current;
  vtkPixelListEntry* next;
  double zBuffer = 0;

  int newXBounds[2];
  int newYBounds[2];

  newXBounds[0] = this->ImageInUseSize[0];
  newXBounds[1] = 0;
  newYBounds[0] = this->ImageInUseSize[1];
  newYBounds[1] = 0;

  int xMin = this->XBounds[0];
  int xMax = this->XBounds[1];
  int yMax = this->YBounds[1];

  vtkPixelList* pixel;
  int x;
  vtkIdType j;
  vtkIdType index2;
  int done;
  int doIntegration;
  double length;
  float* color;

  // for each pixel in the bounding box
  while (y <= yMax)
  {
    x = xMin;
    j = i;
    index2 = index;
    while (x <= xMax)
    {
      pixel = this->PixelListFrame->GetList(j);
      // we need at least two entries per pixel to perform compositing
      if (pixel->GetSize() >= 2)
      {
        current = pixel->GetFirst();
        next = current->GetNext();
#ifdef BACK_TO_FRONT
        done = current->GetZview() <= zTarget || next->GetZview() <= zTarget;
#else
        done = current->GetZview() >= zTarget || next->GetZview() >= zTarget;
#endif

        if (!done && this->ZBuffer != nullptr)
        {
          // value of the z buffer at the current pixel.
          zBuffer = this->GetZBufferValue(x, y);
        }

        while (!done)
        {
          if (current->GetExitFace())
          {
            // Do not do the integration if the current face is an exit face.
            // The space between current and next should be empty.
            doIntegration = 0;
          }
          else
          {
            if (this->ZBuffer != nullptr)
            {
              // check that current and next are in front of the z-buffer value
              doIntegration = current->GetZview() < zBuffer && next->GetZview() < zBuffer;
            }
            else
            {
              doIntegration = 1;
            }
          }

          if (doIntegration)
          {
            if (current->GetZview() != next->GetZview())
            {
              // length in world coordinates
              length =
                sqrt(vtkMath::Distance2BetweenPoints(current->GetValues(), next->GetValues()));
              if (length != 0)
              //              if(length>=0.4)
              {
                color = this->RealRGBAImage + index2;
                this->IntersectionLengths->SetValue(0, length);

                if (this->CellScalars)
                {
                  // same value for near and far intersection
                  this->NearIntersections->SetValue(
                    0, current->GetValues()[VTK_VALUES_SCALAR_INDEX]);
                  this->FarIntersections->SetValue(
                    0, current->GetValues()[VTK_VALUES_SCALAR_INDEX]);
                }
                else
                {
                  this->NearIntersections->SetValue(
                    0, current->GetValues()[VTK_VALUES_SCALAR_INDEX]);
                  this->FarIntersections->SetValue(0, next->GetValues()[VTK_VALUES_SCALAR_INDEX]);
                }
#ifdef BACK_TO_FRONT
                this->RealRayIntegrator->Integrate(this->IntersectionLengths,
                  this->FarIntersections, this->NearIntersections, color);
#else
                this->RealRayIntegrator->Integrate(this->IntersectionLengths,
                  this->NearIntersections, this->FarIntersections, color);
#endif
              } // length!=0
            }   // current->GetZview()!=next->GetZview()
          }     // doIntegration

          // Next entry
          pixel->RemoveFirst(this->MemoryManager); // remove current
          done = pixel->GetSize() < 2;             // empty queue?
          if (!done)
          {
            current = next;
            next = current->GetNext();
#ifdef BACK_TO_FRONT
            done = next->GetZview() <= zTarget;
#else
            done = next->GetZview() >= zTarget;
#endif
          }
        } // while(!done)
      }
      if (pixel->GetSize() >= 2)
      {
        if (x < newXBounds[0])
        {
          newXBounds[0] = x;
        }
        else
        {
          if (x > newXBounds[1])
          {
            newXBounds[1] = x;
          }
        }
        if (y < newYBounds[0])
        {
          newYBounds[0] = y;
        }
        else
        {
          if (y > newYBounds[1])
          {
            newYBounds[1] = y;
          }
        }
      }

      // next abscissa
      ++j;
      index2 += 4;
      ++x;
    }
    // next ordinate
    i = i + this->ImageInUseSize[0];
    index += indexStep;
    ++y;
  }

  // Update the bounding box. Useful for the delayed compositing

  this->XBounds[0] = newXBounds[0];
  this->XBounds[1] = newXBounds[1];
  this->YBounds[0] = newYBounds[0];
  this->YBounds[1] = newYBounds[1];

  this->MaxPixelListSizeReached = 0;
}

//------------------------------------------------------------------------------
// Description:
// Convert and clamp a float color component into an unsigned char.
unsigned char vtkUnstructuredGridVolumeZSweepMapper::ColorComponentRealToByte(float color)
{
  int val = static_cast<int>(color * 255.0);
  if (val > 255)
  {
    val = 255;
  }
  else
  {
    if (val < 0)
    {
      val = 0;
    }
  }
  return static_cast<unsigned char>(val);
}

//------------------------------------------------------------------------------
double vtkUnstructuredGridVolumeZSweepMapper::GetZBufferValue(int x, int y)
{
  int xPos, yPos;

  xPos = static_cast<int>(static_cast<float>(x) * this->ImageSampleDistance);
  yPos = static_cast<int>(static_cast<float>(y) * this->ImageSampleDistance);

  xPos = (xPos >= this->ZBufferSize[0]) ? (this->ZBufferSize[0] - 1) : (xPos);
  yPos = (yPos >= this->ZBufferSize[1]) ? (this->ZBufferSize[1] - 1) : (yPos);

  return *(this->ZBuffer + yPos * this->ZBufferSize[0] + xPos);
}

//------------------------------------------------------------------------------
double vtkUnstructuredGridVolumeZSweepMapper::GetMinimumBoundsDepth(
  vtkRenderer* ren, vtkVolume* vol)
{
  double bounds[6];
  vol->GetBounds(bounds);

  ren->ComputeAspect();
  double* aspect = ren->GetAspect();

  // Get the view matrix in two steps - there is a one step method in camera
  // but it turns off stereo so we do not want to use that one
  vtkCamera* cam = ren->GetActiveCamera();
  this->PerspectiveTransform->Identity();
  this->PerspectiveTransform->Concatenate(
    cam->GetProjectionTransformMatrix(aspect[0] / aspect[1], 0.0, 1.0));
  this->PerspectiveTransform->Concatenate(cam->GetViewTransformMatrix());
  this->PerspectiveMatrix->DeepCopy(this->PerspectiveTransform->GetMatrix());

  double minZ = 1.0;

  for (int k = 0; k < 2; k++)
  {
    for (int j = 0; j < 2; j++)
    {
      for (int i = 0; i < 2; i++)
      {
        double inPoint[4];
        inPoint[0] = bounds[i];
        inPoint[1] = bounds[2 + j];
        inPoint[2] = bounds[4 + k];
        inPoint[3] = 1.0;

        double outPoint[4];
        this->PerspectiveMatrix->MultiplyPoint(inPoint, outPoint);
        double testZ = outPoint[2] / outPoint[3];
        minZ = (testZ < minZ) ? (testZ) : (minZ);
      }
    }
  }

  return minZ;
}
VTK_ABI_NAMESPACE_END
