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// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
#include "vtkOpenGLSurfaceProbeVolumeMapper.h"
#include "vtkCommand.h"
#include "vtkExecutive.h"
#include "vtkImageData.h"
#include "vtkInformation.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLFramebufferObject.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLResourceFreeCallback.h"
#include "vtkOpenGLState.h"
#include "vtkOpenGLTexture.h"
#include "vtkOpenGLVertexBufferObject.h"
#include "vtkPointData.h"
#include "vtkPolyData.h"
#include "vtkRenderer.h"
#include "vtkShaderProgram.h"
#include "vtkShaderProperty.h"
#include "vtkTextureObject.h"
#include "vtkVolumeTexture.h"
#include <vtk_glad.h>
VTK_ABI_NAMESPACE_BEGIN
vtkStandardNewMacro(vtkOpenGLSurfaceProbeVolumeMapper);
//------------------------------------------------------------------------------
vtkOpenGLSurfaceProbeVolumeMapper::vtkOpenGLSurfaceProbeVolumeMapper()
{
this->SetNumberOfInputPorts(3);
}
//------------------------------------------------------------------------------
int vtkOpenGLSurfaceProbeVolumeMapper::FillInputPortInformation(int port, vtkInformation* info)
{
if (port == 0)
{
info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkPolyData");
return 1;
}
else if (port == 1)
{
info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkImageData");
return 1;
}
else if (port == 2)
{
info->Set(vtkAlgorithm::INPUT_IS_OPTIONAL(), 1);
info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkPolyData");
return 1;
}
return 0;
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::SetProbeInputData(vtkPolyData* in)
{
this->SetInputDataObject(2, in);
}
//------------------------------------------------------------------------------
vtkPolyData* vtkOpenGLSurfaceProbeVolumeMapper::GetProbeInput()
{
if (this->GetNumberOfInputConnections(2) < 1)
{
return nullptr;
}
return vtkPolyData::SafeDownCast(this->GetExecutive()->GetInputData(2, 0));
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::SetProbeInputConnection(vtkAlgorithmOutput* algOutput)
{
this->SetInputConnection(2, algOutput);
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::SetSourceData(vtkImageData* in)
{
this->SetInputDataObject(1, in);
}
//------------------------------------------------------------------------------
vtkImageData* vtkOpenGLSurfaceProbeVolumeMapper::GetSource()
{
if (this->GetNumberOfInputConnections(1) < 1)
{
return nullptr;
}
return vtkImageData::SafeDownCast(this->GetExecutive()->GetInputData(1, 0));
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::SetSourceConnection(vtkAlgorithmOutput* algOutput)
{
this->SetInputConnection(1, algOutput);
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::RenderPiece(vtkRenderer* ren, vtkActor* actor)
{
// Make sure that we have been properly initialized.
if (ren->GetRenderWindow()->CheckAbortStatus())
{
return;
}
this->ResourceCallback->RegisterGraphicsResources(
static_cast<vtkOpenGLRenderWindow*>(ren->GetRenderWindow()));
// The second input is used for probing if it exists.
// The first input is always the one being rendered to avoid having to recompute bounds.
vtkPolyData* secondInput = vtkPolyData::SafeDownCast(this->GetExecutive()->GetInputData(2, 0));
if (secondInput)
{
this->CurrentInput = secondInput;
}
else
{
this->CurrentInput = this->GetInput();
}
// Source volume being probed
vtkImageData* sourceInput = vtkImageData::SafeDownCast(this->GetExecutive()->GetInputData(1, 0));
if (this->CurrentInput == nullptr || sourceInput == nullptr)
{
vtkErrorMacro(<< "No input or source!");
return;
}
this->InvokeEvent(vtkCommand::StartEvent, nullptr);
if (!this->Static)
{
this->GetInputAlgorithm()->Update();
// Update probed volume
this->GetInputAlgorithm(1, 0)->Update();
// Update probe surface
if (secondInput)
{
this->GetInputAlgorithm(2, 0)->Update();
}
}
this->InvokeEvent(vtkCommand::EndEvent, nullptr);
// if there are no points then we are done
if (!this->CurrentInput->GetPoints())
{
return;
}
this->UpdateCameraShiftScale(ren, actor);
this->RenderPieceStart(ren, actor);
// 1. Position texture pass
this->ReplaceShaderPositionPass(actor);
// Render positions and normals into FBO textures
this->ReplaceActiveFBO(ren);
this->RenderPieceDraw(ren, actor);
this->RestoreActiveFBO(ren);
// Clear position pass shader replacements
// WARNING: This has the side-effect of clearing the user's shader replacement.
// To prevent this we should use ClearVertexShaderReplacements/ClearFragmentShaderReplacements
// with the original strings used in ReplaceShaderPositionPass.
actor->GetShaderProperty()->ClearAllVertexShaderReplacements();
actor->GetShaderProperty()->ClearAllFragmentShaderReplacements();
// 2. Probe pass
// Replace input
this->CurrentInput = this->GetInput();
if (this->CurrentInput == nullptr)
{
vtkErrorMacro(<< "No input!");
return;
}
// if there are no points then we are done
if (!this->CurrentInput->GetPoints())
{
return;
}
this->RenderPieceStart(ren, actor);
this->ReplaceShaderProbePass(actor);
this->RenderPieceDraw(ren, actor);
// Deactivate textures used in probe pass
this->PositionsTextureObject->Deactivate();
if (this->GetBlendMode() != BlendModes::NONE)
{
this->NormalsTextureObject->Deactivate();
}
this->VolumeTexture->GetCurrentBlock()->TextureObject->Deactivate();
this->RenderPieceFinish(ren, actor);
// Clear probe pass shader replacements
// WARNING: This has the side-effect of clearing the user's shader replacement.
// To prevent this we should use ClearVertexShaderReplacements/ClearFragmentShaderReplacements
// with the original strings used in ReplaceShaderProbePass.
actor->GetShaderProperty()->ClearAllVertexShaderReplacements();
actor->GetShaderProperty()->ClearAllFragmentShaderReplacements();
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::UpdateShaders(
vtkOpenGLHelper& cellBO, vtkRenderer* ren, vtkActor* act)
{
vtkOpenGLPolyDataMapper::UpdateShaders(cellBO, ren, act);
// Update uniforms according to the current pass
switch (this->CurrentPass)
{
case PassTypes::POSITION_TEXTURE:
// Handle VBO shift and scale only when the actor matrix is identity.
// Otherwise VBOShiftScale is already multiplied with the actor matrix in the base class.
if (act->GetIsIdentity() && !this->VBOShiftScale->IsIdentity())
{
cellBO.Program->SetUniformMatrix("MCWCMatrix", this->VBOShiftScale);
}
break;
case PassTypes::PROBE:
this->UpdateShadersProbePass(cellBO, ren);
break;
default:
break;
}
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::ReplaceShaderPositionPass(vtkActor* actor)
{
// Position implementation.
// Expect TCoords in the [0, 1] range and normalize them to define the fragment position.
// The vertex position is passed to the fragment shader to be written in the texture.
std::string positionImpl =
"gl_Position = vec4(tcoord.x * 2.0 - 1.0, tcoord.y * 2.0 - 1.0, 0.0, 1.0);\n";
if (!this->VBOShiftScale->IsIdentity() || !actor->GetIsIdentity())
{
actor->GetShaderProperty()->AddVertexShaderReplacement("//VTK::PositionVC::Dec", true,
"//VTK::PositionVC::Dec\n"
"uniform mat4 MCWCMatrix;\n",
true);
positionImpl += "vertexVCVSOutput = MCWCMatrix * vertexMC;\n";
}
else
{
positionImpl += "vertexVCVSOutput = vertexMC;\n";
}
actor->GetShaderProperty()->AddVertexShaderReplacement(
"//VTK::PositionVC::Impl", true, positionImpl, true);
// TCoords attribute are always uploaded to the GPU when they exist in the superclass, but
// tcoord is only defined in the shader when the actor is textured. Force the declaration here.
actor->GetShaderProperty()->AddVertexShaderReplacement(
"//VTK::TCoord::Dec", false, "in vec2 tcoord;", true);
// Write vertex position in texture
// Override gl_FragData set in Light::Impl and TCoord::Impl
std::string tcoordsImpl = "gl_FragData[0] = vertexVCVSOutput;\n";
// Blending requires normals
if (this->GetBlendMode() != BlendModes::NONE)
{
// Pass normals from the vertex to the fragment shader
actor->GetShaderProperty()->AddVertexShaderReplacement(
"//VTK::Normal::Impl", true, "normalVCVSOutput = normalMC;\n", true);
// Write normals in additional render target
tcoordsImpl += "gl_FragData[1] = vec4(normalVCVSOutput, 0.0);\n";
}
actor->GetShaderProperty()->AddFragmentShaderReplacement(
"//VTK::TCoord::Impl", true, tcoordsImpl, true);
// Prevent OIT pass from overriding gl_FragData values
actor->GetShaderProperty()->AddFragmentShaderReplacement(
"//VTK::DepthPeeling::Impl", true, "", true);
// Switch to positions/normals pass to update shaders uniforms accordingly
this->CurrentPass = PassTypes::POSITION_TEXTURE;
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::ReplaceShaderProbePass(vtkActor* actor)
{
// Pass texture coordinates from vertex shader to fragment shader
actor->GetShaderProperty()->AddVertexShaderReplacement("//VTK::TCoord::Dec", true,
"in vec2 tcoord;\n"
"out vec2 tcoordVCVSOutput;\n",
true);
actor->GetShaderProperty()->AddVertexShaderReplacement(
"//VTK::TCoord::Impl", true, "tcoordVCVSOutput = tcoord;\n", true);
// Textures and coloring declaration
std::string tmapDec = "//VTK::TMap::Dec\n" // keep default replacement
"uniform sampler2D positionTexture;\n"
"uniform sampler3D in_volume;\n"
"uniform mat4 in_inverseTextureDatasetMatrix;\n"
"uniform mat4 in_cellToPoint;\n"
// Coloring
"uniform vec4 in_volume_scale;\n"
"uniform vec4 in_volume_bias;\n"
"uniform float in_window;\n"
"uniform float in_level;\n";
// Blending requires normals and blending uniforms
if (this->GetBlendMode() != BlendModes::NONE)
{
tmapDec += "uniform sampler2D normalTexture;\n"
"uniform vec3 in_volume_spacing;\n"
"uniform float blend_width;\n";
}
actor->GetShaderProperty()->AddFragmentShaderReplacement("//VTK::TMap::Dec", true, tmapDec, true);
actor->GetShaderProperty()->AddFragmentShaderReplacement("//VTK::TCoord::Dec", true,
"in vec2 tcoordVCVSOutput;\n"
// Window/Level declaration
"vec4 applyWindowLevel(vec4 color)\n"
"{\n"
" float l = in_level; \n"
" float w = in_window;\n"
" float s = w > 0 ? 0.5 : -0.5;\n" // handle negative window
" color = clamp(color, l - s * w, l + s * w);\n"
" return (color - (l - 0.5 * w)) / w;\n"
"}\n",
true);
std::string tcoordsImpl =
// Get the current fragment position on the probe surface
"vec3 fragmentPos = texture2D(positionTexture, tcoordVCVSOutput).xyz;\n"
// Background value when sampling outside volume.
// WARNING: Initialization to 0 currently required for average blending
"vec4 volumeValue = vec4(0, 0, 0, 0);\n"
"int sampleCount = 0;\n"; // Keep track of the number of samples for blending
if (this->GetBlendMode() == BlendModes::NONE)
{
tcoordsImpl +=
"vec3 texPos = (in_cellToPoint * in_inverseTextureDatasetMatrix * vec4(fragmentPos.xyz, "
"1.0)).xyz;\n"
"if ((all(lessThanEqual(texPos, vec3(1.0))) &&\n"
" all(greaterThanEqual(texPos, vec3(0.0)))))\n"
"{\n"
" volumeValue = texture3D(in_volume, texPos) * in_volume_scale[0] + in_volume_bias[0];\n"
" sampleCount++;\n"
"}\n";
}
else // Blend modes
{
tcoordsImpl +=
"float epsilon = 1e-7;\n"
// Get the current fragment normal on the probe surface
"vec3 fragmentNormal = texture2D(normalTexture, tcoordVCVSOutput).xyz;\n"
"fragmentNormal = normalize(fragmentNormal);\n"
// Use the half of the minimum spacing values as sampling step.
"float spacing = 0.5 * min(min(in_volume_spacing[0], in_volume_spacing[1]), "
"in_volume_spacing[2]);\n"
"spacing = max(spacing, epsilon);\n" // Force positive spacing to avoid infinite loop below
"float offset = -0.5 * (blend_width + epsilon);\n"
"while(offset < 0.5 * (blend_width + epsilon))\n"
"{"
" vec3 pos = fragmentPos + offset * fragmentNormal;\n"
" vec3 texPos = (in_cellToPoint * in_inverseTextureDatasetMatrix * vec4(pos.xyz, "
"1.0)).xyz;\n"
" if ((all(lessThanEqual(texPos, vec3(1.0))) && \n"
" all(greaterThanEqual(texPos, vec3(0.0)))))\n"
" {\n"
" vec4 currentColor = texture3D(in_volume, texPos) * in_volume_scale[0] + "
"in_volume_bias[0];\n";
switch (this->GetBlendMode())
{
case BlendModes::MAX:
tcoordsImpl +=
" volumeValue.r = max(currentColor.r, sampleCount > 0 ? volumeValue.r : 0.0);\n";
break;
case BlendModes::MIN:
tcoordsImpl +=
" volumeValue.r = min(currentColor.r, sampleCount > 0 ? volumeValue.r : 1.0);\n";
break;
case BlendModes::AVERAGE:
tcoordsImpl += " volumeValue += currentColor;\n";
break;
default:
break;
}
tcoordsImpl += " sampleCount++;\n"
" }"
" offset += spacing;"
"}";
}
if (this->GetBlendMode() == BlendModes::AVERAGE)
{
tcoordsImpl += "if (sampleCount > 0)\n"
"{\n"
" volumeValue = volumeValue / sampleCount;\n"
"}\n";
}
// Compute final color
tcoordsImpl +=
"if (sampleCount > 0)\n"
"{\n"
" volumeValue = applyWindowLevel(volumeValue);"
" volumeValue.a = opacityUniform;"
"}\n"
// Only support grayscale volumes.
"gl_FragData[0] = vec4(volumeValue.r, volumeValue.r, volumeValue.r, volumeValue.a);\n";
actor->GetShaderProperty()->AddFragmentShaderReplacement(
"//VTK::TCoord::Impl", true, tcoordsImpl, true);
// Switch to probing pass to update shaders uniforms accordingly
this->CurrentPass = PassTypes::PROBE;
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::UpdateShadersProbePass(
vtkOpenGLHelper& cellBO, vtkRenderer* ren)
{
if (!this->VolumeTexture->GetLoadedScalars())
{
vtkImageData* sourceInput = this->GetSource();
// The extent of the volume must start at (0,0,0)
// see "void vtkGPUVolumeRayCastMapper::TransformInput"
this->TransformedSource->ShallowCopy(sourceInput);
// Get the current extents.
int extents[6];
this->TransformedSource->GetExtent(extents);
// Get the current origin and spacing.
double origin[3], spacing[3];
this->TransformedSource->GetOrigin(origin);
this->TransformedSource->GetSpacing(spacing);
for (int cc = 0; cc < 3; cc++)
{
// Transform the origin and the extents.
origin[cc] = origin[cc] + extents[2 * cc] * spacing[cc];
extents[2 * cc + 1] -= extents[2 * cc];
extents[2 * cc] = 0;
}
this->TransformedSource->SetOrigin(origin);
this->TransformedSource->SetExtent(extents);
// Always use scalar point data.
// Mimic vtkAbstractVolumeMapper::GetScalars to handle array access and cell scalars if needed.
vtkDataArray* scalars = this->TransformedSource->GetPointData()->GetScalars();
int isCellData = 0;
// Load volume
this->VolumeTexture->LoadVolume(
ren, this->TransformedSource, scalars, isCellData, VTK_LINEAR_INTERPOLATION);
}
std::vector<float> VolMatVec = {};
std::vector<float> InvTexMatVec = {};
std::vector<float> CellToPointVec = {};
VolMatVec.resize(16, 0);
InvTexMatVec.resize(16, 0);
CellToPointVec.resize(16, 0);
vtkNew<vtkMatrix4x4> texToDataMat;
texToDataMat->DeepCopy(this->VolumeTexture->GetCurrentBlock()->TextureToDataset.GetPointer());
texToDataMat->Transpose();
texToDataMat->Invert();
vtkNew<vtkMatrix4x4> cellToPointMat;
cellToPointMat->DeepCopy(this->VolumeTexture->CellToPointMatrix.GetPointer());
cellToPointMat->Transpose();
for (int i = 0; i < 16; i++)
{
InvTexMatVec[i] = texToDataMat->Element[i / 4][i % 4];
CellToPointVec[i] = cellToPointMat->Element[i / 4][i % 4];
}
cellBO.Program->SetUniformMatrix4x4("in_inverseTextureDatasetMatrix", InvTexMatVec.data());
cellBO.Program->SetUniformMatrix4x4("in_cellToPoint", CellToPointVec.data());
cellBO.Program->SetUniform4f("in_volume_scale", this->VolumeTexture->Scale);
cellBO.Program->SetUniform4f("in_volume_bias", this->VolumeTexture->Bias);
if (this->GetBlendMode() != BlendModes::NONE)
{
cellBO.Program->SetUniform3f("in_volume_spacing", this->TransformedSource->GetSpacing());
cellBO.Program->SetUniformf("blend_width", this->GetBlendWidth());
}
// Rescale window/level.
float scalarRange[2] = { this->VolumeTexture->ScalarRange[0][0],
this->VolumeTexture->ScalarRange[0][1] };
double finalWindow = this->Window / (scalarRange[1] - scalarRange[0]);
double finalLevel = (this->Level - scalarRange[0]) / (scalarRange[1] - scalarRange[0]);
cellBO.Program->SetUniformf("in_window", finalWindow);
cellBO.Program->SetUniformf("in_level", finalLevel);
// Handle single block.
vtkTextureObject* volumeTextureObject = this->VolumeTexture->GetCurrentBlock()->TextureObject;
volumeTextureObject->Activate();
cellBO.Program->SetUniformi("in_volume", volumeTextureObject->GetTextureUnit());
this->PositionsTextureObject->Activate();
cellBO.Program->SetUniformi("positionTexture", this->PositionsTextureObject->GetTextureUnit());
if (this->GetBlendMode() != BlendModes::NONE)
{
this->NormalsTextureObject->Activate();
cellBO.Program->SetUniformi("normalTexture", this->NormalsTextureObject->GetTextureUnit());
}
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::CreateTexture(
vtkTextureObject* texture, vtkOpenGLRenderWindow* renWin)
{
if (texture->GetHandle() == 0)
{
texture->SetContext(renWin);
texture->SetFormat(GL_RGBA);
texture->SetInternalFormat(GL_RGBA16F);
texture->SetDataType(GL_FLOAT);
texture->SetWrapS(vtkTextureObject::ClampToEdge);
texture->SetWrapT(vtkTextureObject::ClampToEdge);
texture->SetMinificationFilter(vtkTextureObject::Linear);
texture->SetMagnificationFilter(vtkTextureObject::Linear);
texture->Allocate2D(renWin->GetSize()[0], renWin->GetSize()[1], 4, VTK_FLOAT);
}
else
{
texture->Resize(renWin->GetSize()[0], renWin->GetSize()[1]);
}
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::ReplaceActiveFBO(vtkRenderer* ren)
{
vtkOpenGLRenderWindow* renWin = vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());
if (!renWin)
{
return;
}
// Save viewport. It must be queried from the current state as it might not
// match vtkRenderer::GetTiledSizeAndOrigin when using the OIT render pass.
renWin->GetState()->vtkglGetIntegerv(GL_VIEWPORT, this->SavedViewport);
// Save scissor test and blend state
this->SavedScissorTestState = renWin->GetState()->GetEnumState(GL_SCISSOR_TEST);
this->SavedBlendState = renWin->GetState()->GetEnumState(GL_BLEND);
// Use the entire render window to render textures, even when having multiple renderers
renWin->GetState()->vtkglViewport(0, 0, renWin->GetSize()[0], renWin->GetSize()[1]);
renWin->GetState()->vtkglDisable(GL_SCISSOR_TEST);
renWin->GetState()->vtkglDisable(GL_BLEND);
this->CreateTexture(this->PositionsTextureObject, renWin);
this->PositionsTextureObject->Activate();
// Blending requires normals
if (this->GetBlendMode() != BlendModes::NONE)
{
this->CreateTexture(this->NormalsTextureObject, renWin);
this->NormalsTextureObject->Activate();
}
renWin->GetState()->PushFramebufferBindings();
this->FBO->SetContext(renWin);
this->FBO->Bind(GL_FRAMEBUFFER);
this->FBO->AddColorAttachment(0U, this->PositionsTextureObject);
if (this->GetBlendMode() != BlendModes::NONE)
{
this->FBO->AddColorAttachment(1U, this->NormalsTextureObject);
}
this->FBO->ActivateDrawBuffers(this->GetBlendMode() != BlendModes::NONE ? 2 : 1);
this->FBO->CheckFrameBufferStatus(GL_FRAMEBUFFER);
this->FBO->GetContext()->GetState()->vtkglClearColor(0.0, 0.0, 0.0, 0.0);
this->FBO->GetContext()->GetState()->vtkglClear(GL_COLOR_BUFFER_BIT);
}
//------------------------------------------------------------------------------
void vtkOpenGLSurfaceProbeVolumeMapper::RestoreActiveFBO(vtkRenderer* ren)
{
vtkOpenGLRenderWindow* renWin = vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());
if (!renWin)
{
return;
}
this->FBO->RemoveColorAttachment(0U);
if (this->GetBlendMode() != BlendModes::NONE)
{
this->FBO->RemoveColorAttachment(1U);
}
this->FBO->DeactivateDrawBuffers();
this->FBO->GetContext()->GetState()->PopFramebufferBindings();
this->PositionsTextureObject->Deactivate();
if (this->GetBlendMode() != BlendModes::NONE)
{
this->NormalsTextureObject->Deactivate();
}
// Restore scissor test, blend and viewport state
this->SavedScissorTestState ? renWin->GetState()->vtkglEnable(GL_SCISSOR_TEST)
: renWin->GetState()->vtkglDisable(GL_SCISSOR_TEST);
this->SavedBlendState ? renWin->GetState()->vtkglEnable(GL_BLEND)
: renWin->GetState()->vtkglDisable(GL_BLEND);
renWin->GetState()->vtkglViewport(
this->SavedViewport[0], this->SavedViewport[1], this->SavedViewport[2], this->SavedViewport[3]);
}
VTK_ABI_NAMESPACE_END