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

  Program:   Visualization Toolkit
  Module:    vtkOpenGLGPUVolumeRayCastMapper.cxx

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

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

#include "vtkOpenGLGPUVolumeRayCastMapper.h"

#include <vtk_glew.h>

#include "vtkVolumeShaderComposer.h"
#include "vtkVolumeStateRAII.h"

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

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


#include <vtkVolumeInputHelper.h>

#include "vtkOpenGLVolumeGradientOpacityTable.h"
#include "vtkOpenGLVolumeOpacityTable.h"
#include "vtkOpenGLVolumeRGBTable.h"
#include "vtkOpenGLTransferFunction2D.h"

#include <vtkVolumeMask.h>
#include <vtkVolumeProperty.h>
#include <vtkVolumeTexture.h>
#include <vtkWeakPointer.h>
#include <vtkHardwareSelector.h>

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


vtkStandardNewMacro(vtkOpenGLGPUVolumeRayCastMapper);

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

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

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

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

    this->DPFBO = nullptr;
    this->DPDepthBufferTextureObject = nullptr;
    this->DPColorTextureObject = nullptr;
    this->PreserveViewport = false;
    this->PreserveGLState = false;

    this->Partitions[0] = this->Partitions[1] = this->Partitions[2] = 1;
  }

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

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

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

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

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

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

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

    if (this->ImageSampleFBO)
    {
      this->ImageSampleFBO->Delete();
      this->ImageSampleFBO = nullptr;
    }

    for (auto& tex : this->ImageSampleTexture)
    {
      tex = nullptr;
    }
    this->ImageSampleTexture.clear();
    this->ImageSampleTexNames.clear();

    if (this->ImageSampleVAO)
    {
      this->ImageSampleVAO->Delete();
      this->ImageSampleVAO = nullptr;
    }
    this->DeleteMaskTransfer();

    // Do not delete the shader programs - Let the cache clean them up.
    this->ImageSampleProg = nullptr;
  }

  // Helper methods
  //--------------------------------------------------------------------------
  template<typename T>
  static void ToFloat(const T& in1, const T& in2, float (&out)[2]);
  template<typename T>
  static void ToFloat(const T& in1, const T& in2, const T& in3,
                      float (&out)[3]);
  template<typename T>
  static void ToFloat(T* in, float* out, int noOfComponents);
  template<typename T>
  static void ToFloat(T (&in)[3], float (&out)[3]);
  template<typename T>
  static void ToFloat(T (&in)[2], float (&out)[2]);
  template<typename T>
  static void ToFloat(T& in, float& out);
  template<typename T>
  static void ToFloat(T (&in)[4][2], float (&out)[4][2]);
  template <typename T, int SizeX, int SizeY>
  static void CopyMatrixToVector(T* matrix, float* matrixVec, int offset);
  template <typename T, int SizeSrc>
  static void CopyVector(T* srcVec, T* dstVec, int offset);

  ///@{
  /**
   * \brief Setup and clean-up transfer functions for each vtkVolumeInputHelper
   * and masks.
   */
  void UpdateTransferFunctions(vtkRenderer* ren);

  void RefreshMaskTransfer(vtkRenderer* ren, VolumeInput& input);
  int UpdateMaskTransfer(vtkRenderer* ren, vtkVolume* vol,
                                  unsigned int component);
//REMOVE//  void InitializeMaskTransfer(vtkRenderer* ren, VolumeInput& input);
  void SetupMaskTransfer(vtkRenderer* ren);
  void ReleaseGraphicsMaskTransfer(vtkWindow* window);
  void DeleteMaskTransfer();
  ///@}

  bool LoadMask(vtkRenderer* ren);

  // Update the noise texture used for ray jittering. Jittering is useful for
  // reducing banding (a.k.a. wood-grain) artifacts.
  void CreateNoiseTexture(vtkRenderer* ren);

  // Update the depth sampler with the current state of the z-buffer. The
  // sampler is used for z-buffer compositing with opaque geometry during
  // ray-casting (rays are early-terminated if hidden begin opaque geometry).
  void CaptureDepthTexture(vtkRenderer* ren);

  // Test if camera is inside the volume geometry
  bool IsCameraInside(vtkRenderer* ren, vtkVolume* vol, double bounds[6]);

  //@{
  /**
   * Update volume's proxy-geometry and draw it
   */
  bool IsGeometryUpdateRequired(vtkRenderer* ren, vtkVolume* vol,
    double loadedBounds[6]);
  void RenderVolumeGeometry(vtkRenderer* ren,
                            vtkShaderProgram* prog,
                            vtkVolume* vol, double loadedBounds[6]);
  //@}

  // Update cropping params to shader
  void SetCroppingRegions(vtkShaderProgram* prog, double loadedBounds[6]);

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

  // Update the ray sampling distance. Sampling distance should be updated
  // before updating opacity transfer functions.
  void UpdateSamplingDistance(vtkRenderer* ren);

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

  // Look for property keys used to control the mapper's state.
  // This is necessary for some render passes which need to ensure
  // a specific OpenGL state when rendering through this mapper.
  void CheckPropertyKeys(vtkVolume* vol);

  // Configure the vtkHardwareSelector to begin a picking pass. This call
  // changes GL_BLEND, so it needs to be called before constructing
  // vtkVolumeStateRAII.
  void BeginPicking(vtkRenderer* ren);

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

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

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

  // Create GL buffers
  void CreateBufferObjects();

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

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

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

  // Render to texture for depth pass
  void SetupDepthPass(vtkRenderer* ren);
  void RenderContourPass(vtkRenderer* ren);
  void ExitDepthPass(vtkRenderer* ren);
  void RenderWithDepthPass(vtkRenderer* ren, vtkOpenGLCamera* cam,
    vtkMTimeType renderPassTime);

  void RenderSingleInput(vtkRenderer* ren,
                        vtkOpenGLCamera* cam,
                        vtkShaderProgram* prog);

  void RenderMultipleInputs(vtkRenderer* ren,
                        vtkOpenGLCamera* cam,
                        vtkShaderProgram* prog);

  //@{
  /**
   * Update shader parameters.
   */
  void SetLightingShaderParameters(vtkRenderer* ren,
                                vtkShaderProgram* prog,
                                vtkVolume* vol, int numberOfSamplers);

  /**
   * Global parameters.
   */
  void SetMapperShaderParameters(vtkShaderProgram* prog, int independent,
    int numComponents);

  /**
   * Per input data/ per component parameters.
   */
  void SetVolumeShaderParameters(vtkShaderProgram* prog, int independent,
    int numComponents, vtkMatrix4x4* modelViewMat);
  void BindTransformations(vtkShaderProgram* prog, vtkMatrix4x4* modelViewMat);

  /**
   * Transformation parameters.
   */
  void SetCameraShaderParameters(vtkShaderProgram* prog, vtkRenderer* ren,
    vtkOpenGLCamera* cam);

  /**
   * Feature specific.
   */
  void SetMaskShaderParameters(vtkShaderProgram* prog, int noOfComponents);
  void SetRenderToImageParameters(vtkShaderProgram* prog);
  void SetAdvancedShaderParameters(vtkRenderer* ren, vtkShaderProgram* prog,
    vtkVolume* vol, vtkVolumeTexture::VolumeBlock* block, int numComp);
  //@}

  void FinishRendering(int numComponents);

  inline bool ShaderRebuildNeeded(vtkCamera* cam, vtkMTimeType renderPassTime);
  bool VolumePropertyChanged = true;

  //@{
  /**
   * Image XY-Sampling
   * Render to an internal framebuffer with lower resolution than the currently
   * bound one (hence casting less rays and improving performance). The rendered
   * image is subsequently rendered as a texture-mapped quad (linearly
   * interpolated) to the default (or previously attached) framebuffer. If a
   * vtkOpenGLRenderPass is attached, a variable number of render targets are
   * supported (as specified by the RenderPass). The render targets are assumed
   * to be ordered from GL_COLOR_ATTACHMENT0 to GL_COLOR_ATTACHMENT$N$, where
   * $N$ is the number of targets specified (targets of the previously bound
   * framebuffer as activated through ActivateDrawBuffers(int)). Without a
   * RenderPass attached, it relies on FramebufferObject to re-activate the
   * appropriate previous DrawBuffer.
   *
   * \sa vtkOpenGLRenderPass vtkOpenGLFramebufferObject
   */
  void BeginImageSample(vtkRenderer* ren);
  bool InitializeImageSampleFBO(vtkRenderer* ren);
  void EndImageSample(vtkRenderer* ren);
  size_t GetNumImageSampleDrawBuffers(vtkVolume* vol);
  //@}

  //@{
  /**
   * Allocate and update input data. A list of active ports is maintained
   * by the parent class. This list is traversed to update internal structures
   * used during rendering.
   */
  bool UpdateInputs(vtkRenderer* ren, vtkVolume* vol);

  /**
   * Cleanup resources of inputs that have been removed.
   */
  void ClearRemovedInputs(vtkWindow* win);

  /**
   * Forces transfer functions in all of the active vtkVolumeInputHelpers to
   * re-initialize in the next update. This is essential if the order in
   * AssembledInputs changes (inputs are added or removed), given that variable
   * names cached in vtkVolumeInputHelper instances are indexed.
   */
  void ForceTransferInit();
  //@}

  vtkVolume* GetActiveVolume()
  {
    return this->MultiVolume ?
      this->MultiVolume : this->Parent->AssembledInputs[0].Volume;
  }
  int GetComponentMode(vtkVolumeProperty* prop, vtkDataArray* array) const;

  void ReleaseRenderToTextureGraphicsResources(vtkWindow* win);
  void ReleaseImageSampleGraphicsResources(vtkWindow* win);
  void ReleaseDepthPassGraphicsResources(vtkWindow* win);

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

  bool ValidTransferFunction;
  bool LoadDepthTextureExtensionsSucceeded;
  bool CameraWasInsideInLastUpdate;

  GLuint CubeVBOId;
  GLuint CubeVAOId;
  GLuint CubeIndicesId;

  vtkTextureObject* NoiseTextureObject;
  vtkTextureObject* DepthTextureObject;

  int TextureWidth;

  float* NoiseTextureData;

  float ActualSampleDistance;

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

  int NumberOfLights;
  int LightComplexity;

  std::ostringstream ExtensionsStringStream;

  vtkSmartPointer<vtkOpenGLVolumeRGBTable> Mask1RGBTable;
  vtkSmartPointer<vtkOpenGLVolumeRGBTable> Mask2RGBTable;

  vtkTimeStamp ShaderReplacementTime;
  vtkTimeStamp ShaderBuildTime;

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

  vtkSmartPointer<vtkPolyData> BBoxPolyData;
  vtkSmartPointer<vtkVolumeTexture> CurrentMask;

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

  bool NeedToInitializeResources;
  bool PreserveViewport;
  bool PreserveGLState;

  vtkShaderProgram* ShaderProgram;
  vtkOpenGLShaderCache* ShaderCache;

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

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

  vtkOpenGLFramebufferObject* ImageSampleFBO = nullptr;
  std::vector<vtkSmartPointer<vtkTextureObject>> ImageSampleTexture;
  std::vector<std::string> ImageSampleTexNames;
  vtkShaderProgram* ImageSampleProg = nullptr;
  vtkOpenGLVertexArrayObject* ImageSampleVAO = nullptr;
  size_t NumImageSampleDrawBuffers = 0;
  bool RebuildImageSampleProg = false;
  bool RenderPassAttached = false;

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

  unsigned short Partitions[3];
  vtkMultiVolume* MultiVolume = nullptr;

  std::vector<float> VolMatVec, InvMatVec, TexMatVec, InvTexMatVec,
    TexEyeMatVec, CellToPointVec, TexMinVec, TexMaxVec, ScaleVec,
    BiasVec, StepVec, SpacingVec, RangeVec;
};

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

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

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

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

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

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

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

//----------------------------------------------------------------------------
template <typename T, int SizeX, int SizeY>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CopyMatrixToVector(T* matrix,
  float* matrixVec, int offset)
{
  const int MatSize = SizeX * SizeY;
  for (int j = 0; j < MatSize; j++)
  {
    matrixVec[offset + j] = matrix->Element[j / SizeX][j % SizeY];
  }
}

//----------------------------------------------------------------------------
template <typename T, int SizeSrc>
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CopyVector(T* srcVec,
  T* dstVec, int offset)
{
  for (int j = 0; j < SizeSrc; j++)
  {
    dstVec[offset + j] = srcVec[j];
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetupMaskTransfer(
  vtkRenderer* ren)
{
  this->ReleaseGraphicsMaskTransfer(ren->GetRenderWindow());
  this->DeleteMaskTransfer();

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

  this->InitializationTime.Modified();
}

//REMOVE////----------------------------------------------------------------------------
//void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::InitializeMaskTransfer(
//  vtkRenderer* ren, VolumeInput& input)
//{
//  const int transferMode = input.Volume->GetProperty()->GetTransferFunctionMode();
//  const int indepComp = this->Parent->AssembledInputs[0].ComponentMode ==
//   VolumeInput::INDEPENDENT ? 1 : 0;
//  const int numComp = this->Parent->AssembledInputs[0].Texture->GetLoadedScalars(
//    )->GetNumberOfComponents();
//
//  this->SetupMaskTransfer(ren);
//}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::RefreshMaskTransfer(
  vtkRenderer* ren, VolumeInput& input)
{
  auto vol = input.Volume;
  if (this->NeedToInitializeResources ||
    input.Volume->GetProperty()->GetMTime() > this->InitializationTime.GetMTime())
  {
//REMOVE//        this->InitializeMaskTransfer(ren, input);
    this->SetupMaskTransfer(ren);
  }
  this->UpdateMaskTransfer(ren, vol, 0);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::UpdateTransferFunctions(
  vtkRenderer* ren)
{
  int uniformIndex = 0;
  for (const auto& port : this->Parent->Ports)
  {
    auto& input = this->Parent->AssembledInputs[port];
    input.ColorRangeType = this->Parent->GetColorRangeType();
    input.ScalarOpacityRangeType = this->Parent->GetScalarOpacityRangeType();
    input.GradientOpacityRangeType = this->Parent->GetGradientOpacityRangeType();
    input.RefreshTransferFunction(ren, uniformIndex,
      this->Parent->BlendMode, this->ActualSampleDistance);

    uniformIndex++;
  }

  if (!this->MultiVolume)
  {
    this->RefreshMaskTransfer(ren, this->Parent->AssembledInputs[0]);
  }
}

//-----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::LoadMask(vtkRenderer* ren)
{
  bool result = true;
  auto maskInput = this->Parent->MaskInput;
  if (maskInput &&
    (maskInput->GetMTime() > this->MaskUpdateTime))
  {
    if (!this->CurrentMask)
    {
      this->CurrentMask = vtkSmartPointer<vtkVolumeTexture>::New();

      const auto part = this->Partitions;
      this->CurrentMask->SetPartitions(part[0], part[1], part[2]);
    }

    int isCellData;
    vtkDataArray* arr = this->Parent->GetScalars(maskInput,
      this->Parent->ScalarMode, this->Parent->ArrayAccessMode,
      this->Parent->ArrayId, this->Parent->ArrayName, isCellData);

    result = this->CurrentMask->LoadVolume(ren, maskInput, arr,
      isCellData, VTK_NEAREST_INTERPOLATION);

    this->MaskUpdateTime.Modified();
  }

  return result;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ReleaseGraphicsMaskTransfer(
  vtkWindow* window)
{
  if (this->Mask1RGBTable)
  {
    this->Mask1RGBTable->ReleaseGraphicsResources(window);
  }

  if (this->Mask2RGBTable)
  {
    this->Mask2RGBTable->ReleaseGraphicsResources(window);
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::DeleteMaskTransfer()
{
  this->Mask1RGBTable = nullptr;
  this->Mask2RGBTable = nullptr;
}

//----------------------------------------------------------------------------
int vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::
  UpdateMaskTransfer(vtkRenderer* ren, vtkVolume* vol, unsigned int component)
{
  vtkVolumeProperty* volumeProperty = vol->GetProperty();

  auto volumeTex = this->Parent->AssembledInputs[0].Texture.GetPointer();
  double componentRange[2];
  for (int i = 0; i < 2; ++i)
  {
    componentRange[i] = volumeTex->ScalarRange[component][i];
  }

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

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

  return 0;
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetLightingShaderParameters(
  vtkRenderer* ren, vtkShaderProgram* prog, vtkVolume* vol, int numberOfSamplers)
{
  // Set basic lighting parameters (per component)
  if (!ren || !prog || !vol)
  {
    return;
  }

  auto volumeProperty = vol->GetProperty();
  float ambient[4][3];
  float diffuse[4][3];
  float specular[4][3];
  float specularPower[4];

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

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


  // Set advanced lighting features
  if (vol && !vol->GetProperty()->GetShade())
  {
    return;
  }

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

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

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

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

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

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

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

//----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::IsCameraInside(
  vtkRenderer* ren, vtkVolume* vol, double loadedBounds[6])
{
  vtkNew<vtkMatrix4x4> dataToWorld;
  dataToWorld->DeepCopy(vol->GetMatrix());
  dataToWorld->Invert();

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

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

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

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

  // Compute the normalized near plane normal
  // by multiplying with the transpose of the volume matrix
  vtkNew<vtkMatrix4x4> transposeDataToWorld;
  vtkMatrix4x4::Transpose(vol->GetMatrix(), transposeDataToWorld);
  transposeDataToWorld->MultiplyPoint(camWorldDirection, camPlaneNormal);

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

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

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

  dataToWorld->MultiplyPoint(camNearWorldPoint, camNearPoint);

  int const result = vtkMath::PlaneIntersectsAABB(loadedBounds,
    camPlaneNormal, camNearPoint);

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

  return false;
}

//----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::IsGeometryUpdateRequired(vtkRenderer* ren,
  vtkVolume* vol, double loadedBounds[6])
{
  if (!this->BBoxPolyData)
    return true;

  using namespace std;
  const auto GeomTime = this->BBoxPolyData->GetMTime();
  const bool uploadTimeChanged = any_of(this->Parent->AssembledInputs.begin(),
    this->Parent->AssembledInputs.end(), [&GeomTime](const pair<int, vtkVolumeInputHelper>& item)
      { return item.second.Texture->UploadTime > GeomTime; });

  return (this->NeedToInitializeResources ||
    uploadTimeChanged ||
    this->IsCameraInside(ren, vol, loadedBounds) ||
    this->CameraWasInsideInLastUpdate ||
    (this->MultiVolume &&
    this->MultiVolume->GetBoundsTime() > this->BBoxPolyData->GetMTime()));
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::RenderVolumeGeometry(
  vtkRenderer* ren, vtkShaderProgram* prog, vtkVolume* vol, double loadedBounds[6])
{
  if (this->IsGeometryUpdateRequired(ren, vol, loadedBounds))
  {
    vtkNew<vtkTessellatedBoxSource> boxSource;
    boxSource->SetBounds(loadedBounds);
    boxSource->QuadsOn();
    boxSource->SetLevel(0);

    vtkNew<vtkDensifyPolyData> densityPolyData;
    if (this->IsCameraInside(ren, vol, loadedBounds))
    {
      // Normals should be transformed using the transpose of inverse
      // InverseVolumeMat
      vtkNew<vtkMatrix4x4> dataToWorld;
      dataToWorld->DeepCopy(vol->GetMatrix());
      dataToWorld->Invert();

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

      cam->GetPosition(camWorldPos);
      camWorldPos[3] = 1.0;

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

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

      // Compute the normalized near plane normal
      vtkNew<vtkMatrix4x4> transposeDataToWorld;
      vtkMatrix4x4::Transpose(vol->GetMatrix(), transposeDataToWorld);
      transposeDataToWorld->MultiplyPoint(camWorldDirection, camPlaneNormal);

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

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

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

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

      dataToWorld->MultiplyPoint(camNearWorldPoint, camNearPoint);
      dataToWorld->MultiplyPoint(camFarWorldPoint, camFarPoint);

      vtkNew<vtkPlane> nearPlane;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    // TODO: should really use the built in VAO class
    glBindVertexArray(this->CubeVAOId);

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

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

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->CubeIndicesId);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
      polys->GetDataSize() * polys->GetDataTypeSize(),
      polys->GetVoidPointer(0),
      GL_STATIC_DRAW);
  }
  else
  {
    glBindVertexArray(this->CubeVAOId);
  }

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

  vtkOpenGLStaticCheckErrorMacro("Error after glDrawElements in"
                                 " RenderVolumeGeometry!");
  glBindVertexArray(0);
  glBindBuffer(GL_ARRAY_BUFFER, 0);
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

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

    // Clamp it
    croppingRegionPlanes[0] = croppingRegionPlanes[0] < loadedBounds[0] ?
                              loadedBounds[0] : croppingRegionPlanes[0];
    croppingRegionPlanes[0] = croppingRegionPlanes[0] > loadedBounds[1] ?
                              loadedBounds[1] : croppingRegionPlanes[0];
    croppingRegionPlanes[1] = croppingRegionPlanes[1] < loadedBounds[0] ?
                              loadedBounds[0] : croppingRegionPlanes[1];
    croppingRegionPlanes[1] = croppingRegionPlanes[1] > loadedBounds[1] ?
                              loadedBounds[1] : croppingRegionPlanes[1];

    croppingRegionPlanes[2] = croppingRegionPlanes[2] < loadedBounds[2] ?
                              loadedBounds[2] : croppingRegionPlanes[2];
    croppingRegionPlanes[2] = croppingRegionPlanes[2] > loadedBounds[3] ?
                              loadedBounds[3] : croppingRegionPlanes[2];
    croppingRegionPlanes[3] = croppingRegionPlanes[3] < loadedBounds[2] ?
                              loadedBounds[2] : croppingRegionPlanes[3];
    croppingRegionPlanes[3] = croppingRegionPlanes[3] > loadedBounds[3] ?
                              loadedBounds[3] : croppingRegionPlanes[3];

    croppingRegionPlanes[4] = croppingRegionPlanes[4] < loadedBounds[4] ?
                              loadedBounds[4] : croppingRegionPlanes[4];
    croppingRegionPlanes[4] = croppingRegionPlanes[4] > loadedBounds[5] ?
                              loadedBounds[5] : croppingRegionPlanes[4];
    croppingRegionPlanes[5] = croppingRegionPlanes[5] < loadedBounds[4] ?
                              loadedBounds[4] : croppingRegionPlanes[5];
    croppingRegionPlanes[5] = croppingRegionPlanes[5] > loadedBounds[5] ?
                              loadedBounds[5] : croppingRegionPlanes[5];

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

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

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

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

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

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

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

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

// -----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CheckPropertyKeys(
  vtkVolume* vol)
{
  // Check the property keys to see if we should modify the blend/etc state:
  // Otherwise this breaks volume/translucent geo depth peeling.
  vtkInformation* volumeKeys = vol->GetPropertyKeys();
  this->PreserveGLState = false;
  if (volumeKeys && volumeKeys->Has(vtkOpenGLActor::GLDepthMaskOverride()))
  {
    int override = volumeKeys->Get(vtkOpenGLActor::GLDepthMaskOverride());
    if (override != 0 && override != 1)
    {
      this->PreserveGLState = true;
    }
  }

  // Some render passes (e.g. DualDepthPeeling) adjust the viewport for
  // intermediate passes so it is necessary to preserve it. This is a
  // temporary fix for vtkDualDepthPeelingPass to work when various viewports
  // are defined.  The correct way of fixing this would be to avoid setting the
  // viewport within the mapper.  It is enough for now to check for the
  // RenderPasses() vtkInfo given that vtkDualDepthPeelingPass is the only pass
  // currently supported by this mapper, the viewport will have to be adjusted
  // externally before adding support for other passes.
  vtkInformation* info = vol->GetPropertyKeys();
  this->PreserveViewport =
    info && info->Has(vtkOpenGLRenderPass::RenderPasses());
}

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

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

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

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

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

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

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

// ---------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::EndPicking(vtkRenderer* ren)
{
  vtkHardwareSelector* selector = ren->GetSelector();
  if (selector && this->IsPicking)
  {
    if (this->CurrentSelectionPass >= vtkHardwareSelector::ID_LOW24)
    {
      // Only supported on single-input
      int extents[6];
      this->Parent->GetTransformedInput(0)->GetExtent(extents);

      // Tell the selector the maximum number of cells that the mapper could render
      unsigned int const numVoxels = (extents[1] - extents[0] + 1) *
        (extents[3] - extents[2] + 1) * (extents[5] - extents[4] + 1);
      selector->RenderAttributeId(numVoxels);
    }
    selector->EndRenderProp();
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::UpdateSamplingDistance(
  vtkRenderer* vtkNotUsed(ren))
{
  auto input = this->Parent->GetTransformedInput(0);
  auto vol = this->Parent->AssembledInputs[0].Volume;
  double cellSpacing[3];
  input->GetSpacing(cellSpacing);

  if (!this->Parent->AutoAdjustSampleDistances)
  {
    if (this->Parent->LockSampleDistanceToInputSpacing)
    {
      int extents[6];
      input->GetExtent(extents);

      float const d = static_cast<float>(this->Parent->SpacingAdjustedSampleDistance(
        cellSpacing, extents));
      float const sample = this->Parent->SampleDistance;

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

      return;
    }

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

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

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

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

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

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CreateBufferObjects()
{
  glGenVertexArrays(1, &this->CubeVAOId);
  glGenBuffers(1, &this->CubeVBOId);
  glGenBuffers(1, &this->CubeIndicesId);
}

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

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

  if (this->CubeVAOId)
  {
    glDeleteVertexArrays(1, &this->CubeVAOId);
    this->CubeVAOId = 0;
  }
}

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

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

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

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

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

  vtkPixelBufferObject* pbo = texture->Download();

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

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

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

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::BeginImageSample(
  vtkRenderer* ren)
{
  auto vol = this->GetActiveVolume();
  const auto numBuffers = this->GetNumImageSampleDrawBuffers(vol);
  if (numBuffers != this->NumImageSampleDrawBuffers)
  {
    if (numBuffers > this->NumImageSampleDrawBuffers)
    {
      this->ReleaseImageSampleGraphicsResources(ren->GetRenderWindow());
    }

    this->NumImageSampleDrawBuffers = numBuffers;
    this->RebuildImageSampleProg = true;
  }

  float const xySampleDist = this->Parent->ImageSampleDistance;
  if (xySampleDist != 1.f && this->InitializeImageSampleFBO(ren))
  {
    this->ImageSampleFBO->SaveCurrentBindingsAndBuffers(GL_DRAW_FRAMEBUFFER);
    this->ImageSampleFBO->DeactivateDrawBuffers();
    this->ImageSampleFBO->Bind(GL_DRAW_FRAMEBUFFER);
    this->ImageSampleFBO->ActivateDrawBuffers(
      static_cast<unsigned int>(this->NumImageSampleDrawBuffers));

    this->ImageSampleFBO->GetContext()->GetState()
      ->vtkglClearColor(0.0, 0.0, 0.0, 0.0);
    this->ImageSampleFBO->GetContext()->GetState()
      ->vtkglClear(GL_COLOR_BUFFER_BIT);
  }
}

//----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::InitializeImageSampleFBO(
  vtkRenderer* ren)
{
  // Set the FBO viewport size. These are used in the shader to normalize the
  // fragment coordinate, the normalized coordinate is used to fetch the depth
  // buffer.
  this->WindowSize[0] /= this->Parent->ImageSampleDistance;
  this->WindowSize[1] /= this->Parent->ImageSampleDistance;
  this->WindowLowerLeft[0] = 0;
  this->WindowLowerLeft[1] = 0;

  vtkOpenGLRenderWindow* win =
    vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());

  // Set FBO viewport
  win->GetState()->vtkglViewport(this->WindowLowerLeft[0], this->WindowLowerLeft[1],
    this->WindowSize[0], this->WindowSize[1]);

  if (!this->ImageSampleFBO)
  {
    this->ImageSampleTexture.reserve(this->NumImageSampleDrawBuffers);
    this->ImageSampleTexNames.reserve(this->NumImageSampleDrawBuffers);
    for (size_t i = 0; i < this->NumImageSampleDrawBuffers; i++)
    {
      auto tex = vtkSmartPointer<vtkTextureObject>::New();
      tex->SetContext(win);
      tex->Create2D(
        this->WindowSize[0], this->WindowSize[1], 4, VTK_UNSIGNED_CHAR, false);
      tex->Activate();
      tex->SetMinificationFilter(vtkTextureObject::Linear);
      tex->SetMagnificationFilter(vtkTextureObject::Linear);
      tex->SetWrapS(vtkTextureObject::ClampToEdge);
      tex->SetWrapT(vtkTextureObject::ClampToEdge);
      this->ImageSampleTexture.push_back(tex);

      std::stringstream ss;
      ss << i;
      const std::string name = "renderedTex_" + ss.str();
      this->ImageSampleTexNames.push_back(name);
    }

    this->ImageSampleFBO = vtkOpenGLFramebufferObject::New();
    this->ImageSampleFBO->SetContext(win);
    this->ImageSampleFBO->SaveCurrentBindingsAndBuffers(GL_FRAMEBUFFER);
    this->ImageSampleFBO->Bind(GL_FRAMEBUFFER);
    this->ImageSampleFBO->InitializeViewport(
      this->WindowSize[0], this->WindowSize[1]);

    auto num = static_cast<unsigned int>(this->NumImageSampleDrawBuffers);
    for (unsigned int i = 0; i < num; i++)
    {
      this->ImageSampleFBO->AddColorAttachment(
        GL_FRAMEBUFFER, i, this->ImageSampleTexture[i]);
    }

    // Verify completeness
    const int complete =
      this->ImageSampleFBO->CheckFrameBufferStatus(GL_FRAMEBUFFER);
    for (auto& tex : this->ImageSampleTexture)
    {
      tex->Deactivate();
    }
    this->ImageSampleFBO->RestorePreviousBindingsAndBuffers(GL_FRAMEBUFFER);

    if (!complete)
    {
      vtkGenericWarningMacro(<< "Failed to attach ImageSampleFBO!");
      this->ReleaseImageSampleGraphicsResources(win);
      return false;
    }

    this->RebuildImageSampleProg = true;
    return true;
  }

  // Resize if necessary
  int lastSize[2];
  this->ImageSampleFBO->GetLastSize(lastSize);
  if (lastSize[0] != this->WindowSize[0] || lastSize[1] != this->WindowSize[1])
  {
    this->ImageSampleFBO->Resize(this->WindowSize[0], this->WindowSize[1]);
  }

  return true;
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::EndImageSample(
  vtkRenderer* ren)
{
  if (this->Parent->ImageSampleDistance != 1.f)
  {
    this->ImageSampleFBO->DeactivateDrawBuffers();
    this->ImageSampleFBO->RestorePreviousBindingsAndBuffers(
      GL_DRAW_FRAMEBUFFER);
    if (this->RenderPassAttached)
    {
      this->ImageSampleFBO->ActivateDrawBuffers(
        static_cast<unsigned int>(this->NumImageSampleDrawBuffers));
    }

    // Render the contents of ImageSampleFBO as a quad to intermix with the
    // rest of the scene.
    typedef vtkOpenGLRenderUtilities GLUtil;
    vtkOpenGLRenderWindow* win =
      static_cast<vtkOpenGLRenderWindow*>(ren->GetRenderWindow());

    if (this->RebuildImageSampleProg)
    {
      std::string frag = GLUtil::GetFullScreenQuadFragmentShaderTemplate();

      vtkShaderProgram::Substitute(frag,
        "//VTK::FSQ::Decl",
        vtkvolume::ImageSampleDeclarationFrag(
          this->ImageSampleTexNames, this->NumImageSampleDrawBuffers));
      vtkShaderProgram::Substitute(frag,
        "//VTK::FSQ::Impl",
        vtkvolume::ImageSampleImplementationFrag(
          this->ImageSampleTexNames, this->NumImageSampleDrawBuffers));

      this->ImageSampleProg = win->GetShaderCache()->ReadyShaderProgram(
        GLUtil::GetFullScreenQuadVertexShader().c_str(),
        frag.c_str(),
        GLUtil::GetFullScreenQuadGeometryShader().c_str());
    }
    else
    {
      win->GetShaderCache()->ReadyShaderProgram(this->ImageSampleProg);
    }

    if (!this->ImageSampleProg)
    {
      vtkGenericWarningMacro(<< "Failed to initialize ImageSampleProgram!");
      return;
    }

    if (!this->ImageSampleVAO)
    {
      this->ImageSampleVAO = vtkOpenGLVertexArrayObject::New();
      GLUtil::PrepFullScreenVAO(
        win, this->ImageSampleVAO, this->ImageSampleProg);
    }

    vtkOpenGLState *ostate = win->GetState();

    // Adjust the GL viewport to VTK's defined viewport
    ren->GetTiledSizeAndOrigin(this->WindowSize,
      this->WindowSize + 1,
      this->WindowLowerLeft,
      this->WindowLowerLeft + 1);
    ostate->vtkglViewport(this->WindowLowerLeft[0],
      this->WindowLowerLeft[1],
      this->WindowSize[0],
      this->WindowSize[1]);

    // Bind objects and draw
    ostate->vtkglEnable(GL_BLEND);
    ostate->vtkglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    ostate->vtkglDisable(GL_DEPTH_TEST);

    for (size_t i = 0; i < this->NumImageSampleDrawBuffers; i++)
    {
      this->ImageSampleTexture[i]->Activate();
      this->ImageSampleProg->SetUniformi(this->ImageSampleTexNames[i].c_str(),
        this->ImageSampleTexture[i]->GetTextureUnit());
    }

    this->ImageSampleVAO->Bind();
    GLUtil::DrawFullScreenQuad();
    this->ImageSampleVAO->Release();
    vtkOpenGLStaticCheckErrorMacro("Error after DrawFullScreenQuad()!");

    for (auto& tex : this->ImageSampleTexture)
    {
      tex->Deactivate();
    }
  }
}

//------------------------------------------------------------------------------
size_t
vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::GetNumImageSampleDrawBuffers(
  vtkVolume* vol)
{
  if (this->RenderPassAttached)
  {
    vtkInformation* info = vol->GetPropertyKeys();
    const int num = info->Length(vtkOpenGLRenderPass::RenderPasses());
    vtkObjectBase* rpBase =
      info->Get(vtkOpenGLRenderPass::RenderPasses(), num - 1);
    vtkOpenGLRenderPass* rp = static_cast<vtkOpenGLRenderPass*>(rpBase);
    return static_cast<size_t>(rp->GetActiveDrawBuffers());
  }

  return 1;
}

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

    if ((this->LastRenderToImageWindowSize[0] != this->WindowSize[0]) ||
      (this->LastRenderToImageWindowSize[1] != this->WindowSize[1]))
    {
      this->LastRenderToImageWindowSize[0] = this->WindowSize[0];
      this->LastRenderToImageWindowSize[1] = this->WindowSize[1];
      this->ReleaseRenderToTextureGraphicsResources(ren->GetRenderWindow());
    }

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

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

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

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

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

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

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

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

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

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

    this->FBO->CheckFrameBufferStatus(GL_FRAMEBUFFER);

    this->FBO->GetContext()->GetState()->vtkglClearColor(1.0, 1.0, 1.0, 0.0);
    this->FBO->GetContext()->GetState()->vtkglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  }
}

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

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

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetupDepthPass(
  vtkRenderer* ren)
{
  if (this->Parent->ImageSampleDistance != 1.f)
  {
    this->WindowSize[0] /= this->Parent->ImageSampleDistance;
    this->WindowSize[1] /= this->Parent->ImageSampleDistance;
  }

  if ((this->LastDepthPassWindowSize[0] != this->WindowSize[0]) ||
    (this->LastDepthPassWindowSize[1] != this->WindowSize[1]))
  {
    this->LastDepthPassWindowSize[0] = this->WindowSize[0];
    this->LastDepthPassWindowSize[1] = this->WindowSize[1];
    this->ReleaseDepthPassGraphicsResources(ren->GetRenderWindow());
  }

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

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

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

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

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

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

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

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

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

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

  vtkOpenGLState *ostate = this->DPFBO->GetContext()->GetState();
  ostate->vtkglClearColor(0.0, 0.0, 0.0, 0.0);
  ostate->vtkglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  ostate->vtkglEnable(GL_DEPTH_TEST);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::RenderContourPass(vtkRenderer* ren)
{
  this->SetupDepthPass(ren);
  this->ContourActor->Render(ren, this->ContourMapper.GetPointer());
  this->ExitDepthPass(ren);
  this->DepthPassTime.Modified();
  this->Parent->CurrentPass = this->Parent->RenderPass;
}

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

  this->DPDepthBufferTextureObject->Deactivate();
  this->DPColorTextureObject->Deactivate();
  this->DPFBO->GetContext()->GetState()->vtkglDisable(GL_DEPTH_TEST);
}

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

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

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

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

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

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

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

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

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

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

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

  if (rwin)
  {
    if (this->ImageSampleFBO)
    {
      this->ImageSampleFBO->Delete();
      this->ImageSampleFBO = nullptr;
    }

    for (auto& tex : this->ImageSampleTexture)
    {
      tex->ReleaseGraphicsResources(win);
      tex = nullptr;
    }
    this->ImageSampleTexture.clear();
    this->ImageSampleTexNames.clear();

    if (this->ImageSampleVAO)
    {
      this->ImageSampleVAO->Delete();
      this->ImageSampleVAO = nullptr;
    }

    // Do not delete the shader program - Let the cache clean it up.
    this->ImageSampleProg = nullptr;
  }
}

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

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

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

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

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

  delete this->Impl;
  this->Impl = nullptr;

  this->AssembledInputs.clear();
  this->SetVertexShaderCode(nullptr);
  this->SetFragmentShaderCode(nullptr);
}

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

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

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

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

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

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

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

  this->Impl->DeleteBufferObjects();

  for (auto& input : this->AssembledInputs)
  {
    input.second.ReleaseGraphicsResources(window);
  }

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

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

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

  if (this->Impl->CurrentMask)
  {
    this->Impl->CurrentMask->ReleaseGraphicsResources(window);
    this->Impl->CurrentMask = nullptr;
  }

  this->Impl->ReleaseGraphicsMaskTransfer(window);
  this->Impl->DeleteMaskTransfer();

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

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::AddShaderReplacement(
  vtkShader::Type shaderType, // vertex, fragment, etc
  const std::string& originalValue,
  bool replaceFirst, // do this replacement before the default
  const std::string& replacementValue,
  bool replaceAll)
{
  vtkShader::ReplacementSpec spec;
  spec.ShaderType = shaderType;
  spec.OriginalValue = originalValue;
  spec.ReplaceFirst = replaceFirst;

  vtkShader::ReplacementValue values;
  values.Replacement = replacementValue;
  values.ReplaceAll = replaceAll;

  this->UserShaderReplacements[spec] = values;
  this->Impl->ShaderReplacementTime.Modified();
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ClearShaderReplacement(
  vtkShader::Type shaderType, // vertex, fragment, etc
  const std::string& originalValue,
  bool replaceFirst)
{
  vtkShader::ReplacementSpec spec;
  spec.ShaderType = shaderType;
  spec.OriginalValue = originalValue;
  spec.ReplaceFirst = replaceFirst;

  typedef std::map<const vtkShader::ReplacementSpec,
    vtkShader::ReplacementValue>::iterator RIter;
  RIter found = this->UserShaderReplacements.find(spec);
  if (found != this->UserShaderReplacements.end())
  {
    this->UserShaderReplacements.erase(found);
    this->Impl->ShaderReplacementTime.Modified();
  }
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ClearAllShaderReplacements(
  vtkShader::Type shaderType)
{
  bool modified = false;
  // First clear all shader code
  if ((shaderType == vtkShader::Vertex) && this->VertexShaderCode)
  {
    this->SetVertexShaderCode(nullptr);
    modified = true;
  }
  else if ((shaderType == vtkShader::Fragment) && this->FragmentShaderCode)
  {
    this->SetFragmentShaderCode(nullptr);
    modified = true;
  }

  // Now clear custom tag replacements
  std::map<const vtkShader::ReplacementSpec,
           vtkShader::ReplacementValue>::iterator rIter;
  for (rIter = this->UserShaderReplacements.begin();
       rIter != this->UserShaderReplacements.end();)
  {
    if (rIter->first.ShaderType == shaderType)
    {
      this->UserShaderReplacements.erase(rIter++);
      modified = true;
    }
    else
    {
      ++rIter;
    }
  }
  if (modified)
  {
    this->Impl->ShaderReplacementTime.Modified();
  }
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ClearAllShaderReplacements()
{
  this->SetVertexShaderCode(nullptr);
  this->SetFragmentShaderCode(nullptr);
  if (!this->UserShaderReplacements.empty())
  {
    this->UserShaderReplacements.clear();
    this->Impl->ShaderReplacementTime.Modified();
  }
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::GetShaderTemplate(
  std::map<vtkShader::Type, vtkShader*>& shaders)
{
  if (shaders[vtkShader::Vertex])
  {
    if (this->VertexShaderCode && strcmp(this->VertexShaderCode, "") != 0)
    {
      shaders[vtkShader::Vertex]->SetSource(this->VertexShaderCode);
    }
    else
    {
      shaders[vtkShader::Vertex]->SetSource(raycastervs);
    }
  }

  if (shaders[vtkShader::Fragment])
  {
    if (this->FragmentShaderCode && strcmp(this->FragmentShaderCode, "") != 0)
    {
      shaders[vtkShader::Fragment]->SetSource(this->FragmentShaderCode);
    }
    else
    {
      shaders[vtkShader::Fragment]->SetSource(raycasterfs);
    }
  }

  if (shaders[vtkShader::Geometry])
  {
    shaders[vtkShader::Geometry]->SetSource("");
  }
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderBase(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int numComps)
{
  vtkShader* vertexShader = shaders[vtkShader::Vertex];
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

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

  vtkShaderProgram::Substitute(vertexShader,
    "//VTK::ComputeClipPos::Impl",
    vtkvolume::ComputeClipPositionImplementation(ren, this, vol));

  vtkShaderProgram::Substitute(vertexShader,
    "//VTK::ComputeTextureCoords::Impl",
    vtkvolume::ComputeTextureCoordinates(ren, this, vol));

  vtkShaderProgram::Substitute(vertexShader,
    "//VTK::Base::Dec",
    vtkvolume::BaseDeclarationVertex(ren, this, vol,
      this->Impl->MultiVolume != nullptr));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::CallWorker::Impl",
    vtkvolume::WorkerImplementation(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Base::Dec",
    vtkvolume::BaseDeclarationFragment(ren, this,
                                     this->AssembledInputs,
                                     this->Impl->NumberOfLights,
                                     this->Impl->LightComplexity,
                                     numComps, independentComponents));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Base::Init",
    vtkvolume::BaseInit(ren, this, this->AssembledInputs,
      this->Impl->LightComplexity));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Base::Impl",
    vtkvolume::BaseImplementation(ren, this, vol));

  vtkShaderProgram::Substitute(
    fragmentShader, "//VTK::Base::Exit", vtkvolume::BaseExit(ren, this, vol));
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderTermination(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int vtkNotUsed(numComps))
{
  vtkShader* vertexShader = shaders[vtkShader::Vertex];
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

  vtkShaderProgram::Substitute(vertexShader,
    "//VTK::Termination::Dec",
    vtkvolume::TerminationDeclarationVertex(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Termination::Dec",
    vtkvolume::TerminationDeclarationFragment(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Terminate::Init",
    vtkvolume::TerminationInit(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Terminate::Impl",
    vtkvolume::TerminationImplementation(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Terminate::Exit",
    vtkvolume::TerminationExit(ren, this, vol));
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderShading(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int numComps)
{
  vtkShader* vertexShader = shaders[vtkShader::Vertex];
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

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

  vtkShaderProgram::Substitute(vertexShader,
    "//VTK::Shading::Dec",
    vtkvolume::ShadingDeclarationVertex(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Shading::Dec",
    vtkvolume::ShadingDeclarationFragment(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Shading::Init",
    vtkvolume::ShadingInit(ren, this, vol));

  if (this->Impl->MultiVolume)
  {
    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::Shading::Impl",
      vtkvolume::ShadingMultipleInputs(this, this->AssembledInputs));
  }
  else
  {
  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Shading::Impl",
    vtkvolume::ShadingSingleInput(ren,
      this,
      vol,
      this->MaskInput,
      this->Impl->CurrentMask,
      this->MaskType,
      numComps,
      independentComponents));
  }

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Shading::Exit",
    vtkvolume::ShadingExit(ren, this, vol, numComps, independentComponents));
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderCompute(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int numComps)
{
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

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

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::ComputeGradient::Dec",
    vtkvolume::ComputeGradientDeclaration(this->AssembledInputs));

  if (this->Impl->MultiVolume)
  {
    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::GradientCache::Dec",
      vtkvolume::GradientCacheDec(ren, vol, this->AssembledInputs,
        independentComponents));

    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::Transfer2D::Dec",
      vtkvolume::Transfer2DDeclaration(this->AssembledInputs));

    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::ComputeOpacity::Dec",
      vtkvolume::ComputeOpacityMultiDeclaration(this->AssembledInputs));

    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::ComputeGradientOpacity1D::Dec",
      vtkvolume::ComputeGradientOpacityMulti1DDecl(this->AssembledInputs));

    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::ComputeColor::Dec",
      vtkvolume::ComputeColorMultiDeclaration(this->AssembledInputs));
  }
  else
  {
    // Single input
    switch (volumeProperty->GetTransferFunctionMode())
    {
      case vtkVolumeProperty::TF_1D:
      {
        auto& input = this->AssembledInputs[0];

        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::ComputeOpacity::Dec",
          vtkvolume::ComputeOpacityDeclaration(ren, this, vol, numComps,
            independentComponents, input.OpacityTablesMap));

        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::ComputeGradientOpacity1D::Dec",
          vtkvolume::ComputeGradientOpacity1DDecl(vol, numComps,
            independentComponents, input.GradientOpacityTablesMap));

        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::ComputeColor::Dec",
          vtkvolume::ComputeColorDeclaration(ren, this, vol, numComps,
            independentComponents, input.RGBTablesMap));
      }
      break;
      case vtkVolumeProperty::TF_2D:
        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::ComputeOpacity::Dec",
          vtkvolume::ComputeOpacity2DDeclaration(ren, this, vol, numComps,
            independentComponents, this->AssembledInputs[0].TransferFunctions2DMap));

        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::ComputeColor::Dec",
          vtkvolume::ComputeColor2DDeclaration(ren, this, vol, numComps,
            independentComponents, this->AssembledInputs[0].TransferFunctions2DMap));

        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::GradientCache::Dec",
          vtkvolume::GradientCacheDec(ren, vol, this->AssembledInputs,
            independentComponents));

        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::PreComputeGradients::Impl",
          vtkvolume::PreComputeGradientsImpl(ren, vol, numComps,
            independentComponents));

        vtkShaderProgram::Substitute(fragmentShader,
            "//VTK::Transfer2D::Dec",
            vtkvolume::Transfer2DDeclaration(this->AssembledInputs));
      break;
    }
  }

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::ComputeLighting::Dec",
    vtkvolume::ComputeLightingDeclaration(ren,
      this,
      vol,
      numComps,
      independentComponents,
      this->Impl->NumberOfLights,
      this->Impl->LightComplexity));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::ComputeRayDirection::Dec",
    vtkvolume::ComputeRayDirectionDeclaration(ren, this, vol, numComps));
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderCropping(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int vtkNotUsed(numComps))
{
  vtkShader* vertexShader = shaders[vtkShader::Vertex];
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

  vtkShaderProgram::Substitute(vertexShader,
    "//VTK::Cropping::Dec",
    vtkvolume::CroppingDeclarationVertex(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Cropping::Dec",
    vtkvolume::CroppingDeclarationFragment(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Cropping::Init",
    vtkvolume::CroppingInit(ren, this, vol));

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

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Cropping::Exit",
    vtkvolume::CroppingExit(ren, this, vol));
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderClipping(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int vtkNotUsed(numComps))
{
  vtkShader* vertexShader = shaders[vtkShader::Vertex];
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

  vtkShaderProgram::Substitute(vertexShader,
    "//VTK::Clipping::Dec",
    vtkvolume::ClippingDeclarationVertex(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Clipping::Dec",
    vtkvolume::ClippingDeclarationFragment(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Clipping::Init",
    vtkvolume::ClippingInit(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Clipping::Impl",
    vtkvolume::ClippingImplementation(ren, this, vol));

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::Clipping::Exit",
    vtkvolume::ClippingExit(ren, this, vol));
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderMasking(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int numComps)
{
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::BinaryMask::Dec",
    vtkvolume::BinaryMaskDeclaration(ren,
      this,
      vol,
      this->MaskInput,
      this->Impl->CurrentMask,
      this->MaskType));

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

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

  vtkShaderProgram::Substitute(fragmentShader,
    "//VTK::CompositeMask::Impl",
    vtkvolume::CompositeMaskImplementation(ren,
      this,
      vol,
      this->MaskInput,
      this->Impl->CurrentMask,
      this->MaskType,
      numComps));
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderPicking(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int vtkNotUsed(numComps))
{
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

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

        vtkShaderProgram::Substitute(fragmentShader,
          "//VTK::Picking::Exit",
          vtkvolume::PickingActorPassExit(ren, this, vol));
        break;
    }
  }
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderRTT(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int vtkNotUsed(numComps))
{
  vtkShader* fragmentShader = shaders[vtkShader::Fragment];

  if (this->RenderToImage)
  {
    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::RenderToImage::Dec",
      vtkvolume::RenderToImageDeclarationFragment(ren, this, vol));

    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::RenderToImage::Init",
      vtkvolume::RenderToImageInit(ren, this, vol));

    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::RenderToImage::Impl",
      vtkvolume::RenderToImageImplementation(ren, this, vol));

    vtkShaderProgram::Substitute(fragmentShader,
      "//VTK::RenderToImage::Exit",
      vtkvolume::RenderToImageExit(ren, this, vol));
  }
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderValues(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkRenderer* ren,
  vtkVolume* vol,
  int noOfComponents)
{
  // Every volume should have a property (cannot be nullptr);
  vtkVolumeProperty* volumeProperty = vol->GetProperty();

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

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

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

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

  // Render pass pre replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderRenderPass(shaders, vol, true);

  // Base methods replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderBase(shaders, ren, vol, noOfComponents);

  // Termination methods replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderTermination(shaders, ren, vol, noOfComponents);

  // Shading methods replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderShading(shaders, ren, vol, noOfComponents);

  // Compute methods replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderCompute(shaders, ren, vol, noOfComponents);

  // Cropping methods replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderCropping(shaders, ren, vol, noOfComponents);

  // Clipping methods replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderClipping(shaders, ren, vol, noOfComponents);

  // Masking methods replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderMasking(shaders, ren, vol, noOfComponents);

  // Picking replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderPicking(shaders, ren, vol, noOfComponents);

  // Render to texture
  //---------------------------------------------------------------------------
  this->ReplaceShaderRTT(shaders, ren, vol, noOfComponents);

  // Set number of isosurfaces
  if (this->GetBlendMode() == vtkVolumeMapper::ISOSURFACE_BLEND)
  {
    std::ostringstream ss;
    ss << volumeProperty->GetIsoSurfaceValues()->GetNumberOfContours();
    vtkShaderProgram::Substitute(
      shaders[vtkShader::Fragment], "NUMBER_OF_CONTOURS", ss.str());
  }

  // Render pass post replacements
  //---------------------------------------------------------------------------
  this->ReplaceShaderRenderPass(shaders, vol, false);
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::BuildShader(vtkRenderer* ren)
{
  std::map<vtkShader::Type, vtkShader*> shaders;
  vtkShader* vertexShader = vtkShader::New();
  vertexShader->SetType(vtkShader::Vertex);
  shaders[vtkShader::Vertex] = vertexShader;
  vtkShader* fragmentShader = vtkShader::New();
  fragmentShader->SetType(vtkShader::Fragment);
  shaders[vtkShader::Fragment] = fragmentShader;
  vtkShader* geometryShader = vtkShader::New();
  geometryShader->SetType(vtkShader::Geometry);
  shaders[vtkShader::Geometry] = geometryShader;

  this->GetShaderTemplate(shaders);

  typedef std::map<const vtkShader::ReplacementSpec,
    vtkShader::ReplacementValue>::const_iterator RIter;

  // user specified pre replacements
  for (RIter i = this->UserShaderReplacements.begin();
       i != this->UserShaderReplacements.end();
       ++i)
  {
    if (i->first.ReplaceFirst)
    {
      std::string ssrc = shaders[i->first.ShaderType]->GetSource();
      vtkShaderProgram::Substitute(ssrc,
        i->first.OriginalValue,
        i->second.Replacement,
        i->second.ReplaceAll);
      shaders[i->first.ShaderType]->SetSource(ssrc);
    }
  }

  auto vol = this->Impl->GetActiveVolume();
  auto numComp = this->AssembledInputs[0].Texture->GetLoadedScalars()->GetNumberOfComponents();
  this->ReplaceShaderValues(shaders, ren, vol, numComp);

  // user specified post replacements
  for (RIter i = this->UserShaderReplacements.begin();
       i != this->UserShaderReplacements.end();
       ++i)
  {
    if (!i->first.ReplaceFirst)
    {
      std::string ssrc = shaders[i->first.ShaderType]->GetSource();
      vtkShaderProgram::Substitute(ssrc,
        i->first.OriginalValue,
        i->second.Replacement,
        i->second.ReplaceAll);
      shaders[i->first.ShaderType]->SetSource(ssrc);
    }
  }

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

  vertexShader->Delete();
  fragmentShader->Delete();
  geometryShader->Delete();

  this->Impl->ShaderBuildTime.Modified();
  this->InvokeEvent(vtkCommand::UpdateShaderEvent, this->Impl->ShaderProgram);
}

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

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

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

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

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

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

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

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

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

//----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::PreLoadData(vtkRenderer* ren,
  vtkVolume* vol)
{
  if (!this->ValidateRender(ren, vol))
  {
    return false;
  }

  this->Impl->ClearRemovedInputs(ren->GetRenderWindow());
  return this->Impl->UpdateInputs(ren, vol);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ForceTransferInit()
{
  auto& inputs = this->Parent->AssembledInputs;
  auto fu = [](std::pair<const int, vtkVolumeInputHelper>& p)
    { p.second.ForceTransferInit(); };
  std::for_each(inputs.begin(), inputs.end(), fu);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ClearRemovedInputs(
  vtkWindow* win)
{
  bool orderChanged = false;
  for (const int& port : this->Parent->RemovedPorts)
  {
    auto it = this->Parent->AssembledInputs.find(port);
    if (it == this->Parent->AssembledInputs.cend())
    {
      continue;
    }

    auto input = (*it).second;
    input.Texture->ReleaseGraphicsResources(win);
    input.GradientOpacityTables->ReleaseGraphicsResources(win);
    input.OpacityTables->ReleaseGraphicsResources(win);
    input.RGBTables->ReleaseGraphicsResources(win);
    this->Parent->AssembledInputs.erase(it);
    orderChanged = true;
  }
  this->Parent->RemovedPorts.clear();

  if (orderChanged)
    this->ForceTransferInit();
}

//----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::UpdateInputs(vtkRenderer* ren,
  vtkVolume* vol)
{
  this->VolumePropertyChanged = false;
  bool orderChanged = false;
  bool success = true;
  for (const auto& port : this->Parent->Ports)
  {
    if (this->MultiVolume)
    {
      vol = this->MultiVolume->GetVolume(port);
    }
    auto property = vol->GetProperty();
    auto input = this->Parent->GetTransformedInput(port);

    // Check for property changes
    this->VolumePropertyChanged |=
      property->GetMTime() > this->ShaderBuildTime.GetMTime();

    auto it = this->Parent->AssembledInputs.find(port);
    if (this->NeedToInitializeResources ||
        it == this->Parent->AssembledInputs.cend() ||
        (input->GetMTime() > it->second.Texture->UploadTime))
    {
      if (it == this->Parent->AssembledInputs.cend())
      {
        // Create new input structure
        auto texture = vtkSmartPointer<vtkVolumeTexture>::New();

        VolumeInput currentInput(texture, vol);
        this->Parent->AssembledInputs[port] = std::move(currentInput);
        orderChanged = true;
      }

      auto& volInput = this->Parent->AssembledInputs[port];
      auto volumeTex = volInput.Texture.GetPointer();
      volumeTex->SetPartitions(this->Partitions[0], this->Partitions[1],
        this->Partitions[2]);

      ///TODO Currently, only input arrays with the same name/id/mode can be
      // (across input objects) can be rendered. This could be addressed by
      // overriding the mapper's settings with array settings defined in the
      // vtkMultiVolume instance.
      vtkDataArray* scalars = this->Parent->GetScalars(input, this->Parent->ScalarMode,
        this->Parent->ArrayAccessMode, this->Parent->ArrayId,
        this->Parent->ArrayName, this->Parent->CellFlag);

      success &= volumeTex->LoadVolume(ren, input, scalars,
        this->Parent->CellFlag, property->GetInterpolationType());
      volInput.ComponentMode = this->GetComponentMode(property, scalars);
    }
    else
    {
      // Update vtkVolumeTexture
      it->second.Texture->UpdateVolume(property);
    }
  }

  if (orderChanged)
  {
    this->ForceTransferInit();
  }

  return success;
}

int vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::GetComponentMode(
  vtkVolumeProperty* prop, vtkDataArray* array) const
{
  if (prop->GetIndependentComponents())
  {
    return VolumeInput::INDEPENDENT;
  }
  else
  {
    const auto numComp = array->GetNumberOfComponents();
    if (numComp == 1 || numComp == 2)
      return VolumeInput::LA;
    else if (numComp == 4)
      return VolumeInput::RGBA;
    else if (numComp == 3)
    {
      vtkGenericWarningMacro(<< "3 dependent components (e.g. RGB) are not supported."
        "Only 2 (LA) and 4 (RGBA) supported.");
      return VolumeInput::INVALID;
    }
    else
      return VolumeInput::INVALID;
  }
}

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

  vtkOpenGLCamera* cam = vtkOpenGLCamera::SafeDownCast(ren->GetActiveCamera());

  if (this->GetBlendMode() == vtkVolumeMapper::ISOSURFACE_BLEND &&
    vol->GetProperty()->GetIsoSurfaceValues()->GetNumberOfContours() == 0)
  {
    // Early exit: nothing to render.
    return;
  }

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

  // Get window size and corners
  this->Impl->CheckPropertyKeys(vol);
  if (!this->Impl->PreserveViewport)
  {
    ren->GetTiledSizeAndOrigin(
      this->Impl->WindowSize, this->Impl->WindowSize + 1,
      this->Impl->WindowLowerLeft, this->Impl->WindowLowerLeft + 1);
  }
  else
  {
      int vp[4];
      glGetIntegerv(GL_VIEWPORT, vp);
      this->Impl->WindowLowerLeft[0] = vp[0];
      this->Impl->WindowLowerLeft[1] = vp[1];
      this->Impl->WindowSize[0] = vp[2];
      this->Impl->WindowSize[1] = vp[3];
  }

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

  this->ComputeReductionFactor(vol->GetAllocatedRenderTime());
  this->Impl->CaptureDepthTexture(ren);

  if (this->UseJittering)
  {
    this->Impl->CreateNoiseTexture(ren);
  }

  vtkMTimeType renderPassTime = this->GetRenderPassStageMTime(vol);

  const auto multiVol = vtkMultiVolume::SafeDownCast(vol);
  this->Impl->MultiVolume = multiVol && this->GetInputCount() > 1 ?
    multiVol : nullptr;

  this->Impl->ClearRemovedInputs(renWin);
  this->Impl->UpdateInputs(ren, vol);
  this->Impl->UpdateSamplingDistance(ren);
  this->Impl->UpdateTransferFunctions(ren);

  // Masks are only supported on single-input rendring.
  if (!this->Impl->MultiVolume)
  {
    this->Impl->LoadMask(ren);
  }

  // Get the shader cache. This is important to make sure that shader cache
  // knows the state of various shader programs in use.
  this->Impl->ShaderCache = vtkOpenGLRenderWindow::SafeDownCast(
    ren->GetRenderWindow())->GetShaderCache();

  this->Impl->CheckPickingState(ren);

  if (this->UseDepthPass && this->GetBlendMode() ==
      vtkVolumeMapper::COMPOSITE_BLEND)
  {
    this->Impl->RenderWithDepthPass(ren, cam, renderPassTime);
  }
  else
  {
    if (this->Impl->IsPicking && !this->Impl->MultiVolume)
    {
      this->Impl->BeginPicking(ren);
    }
    vtkVolumeStateRAII glState(renWin->GetState(), this->Impl->PreserveGLState);

    if (this->Impl->ShaderRebuildNeeded(cam, renderPassTime))
    {
      this->Impl->LastProjectionParallel = cam->GetParallelProjection();
      this->BuildShader(ren);
    }
    else
    {
      // Bind the shader
      this->Impl->ShaderCache->ReadyShaderProgram(this->Impl->ShaderProgram);
    }

    if (this->RenderToImage)
    {
      this->Impl->SetupRenderToTexture(ren);
      this->Impl->SetRenderToImageParameters(this->Impl->ShaderProgram);
      this->DoGPURender(ren, cam, this->Impl->ShaderProgram);
      this->Impl->ExitRenderToTexture(ren);
    }
    else
    {
      this->Impl->BeginImageSample(ren);
      this->DoGPURender(ren, cam, this->Impl->ShaderProgram);
      this->Impl->EndImageSample(ren);
    }

    if (this->Impl->IsPicking && !this->Impl->MultiVolume)
    {
      this->Impl->EndPicking(ren);
    }
  }

  glFinish();
}

//----------------------------------------------------------------------------
bool vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::ShaderRebuildNeeded(vtkCamera* cam,
  vtkMTimeType renderPassTime)
{
  return (this->NeedToInitializeResources ||
      this->VolumePropertyChanged ||
      this->Parent->GetMTime() > this->ShaderBuildTime.GetMTime() ||
      cam->GetParallelProjection() != this->LastProjectionParallel ||
      this->SelectionStateTime.GetMTime() > this->ShaderBuildTime.GetMTime() ||
      renderPassTime > this->ShaderBuildTime ||
      this->ShaderReplacementTime > this->ShaderBuildTime);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::RenderWithDepthPass(
  vtkRenderer* ren, vtkOpenGLCamera* cam, vtkMTimeType renderPassTime)
{
    this->Parent->CurrentPass = DepthPass;
    auto& input = this->Parent->AssembledInputs[0];
    auto vol = input.Volume;
    auto volumeProperty = vol->GetProperty();

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

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

      this->RenderContourPass(ren);
      this->DepthPassSetupTime.Modified();
      this->Parent->BuildShader(ren);
    }
    else if (cam->GetMTime() > this->DepthPassTime.GetMTime())
    {
      this->RenderContourPass(ren);
    }

    if (this->IsPicking)
    {
      this->BeginPicking(ren);
    }

    // Set OpenGL states
    vtkOpenGLRenderWindow* renWin =
      vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());
    vtkVolumeStateRAII glState(renWin->GetState(), this->PreserveGLState);

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

    if (!this->PreserveViewport)
    {
      // NOTE: This is a must call or else, multiple viewport rendering would
      // not work. The glViewport could have been changed by any of the internal
      // FBOs (RenderToTexure, etc.).  The viewport should (ideally) not be set
      // within the mapper, because it could cause issues when vtkOpenGLRenderPass
      // instances modify it too (this is a workaround for that).
      renWin->GetState()->vtkglViewport(this->WindowLowerLeft[0],
                 this->WindowLowerLeft[1],
                 this->WindowSize[0],
                 this->WindowSize[1]);
    }

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

    this->DPDepthBufferTextureObject->Activate();
    this->ShaderProgram->SetUniformi("in_depthPassSampler",
      this->DPDepthBufferTextureObject->GetTextureUnit());
    this->Parent->DoGPURender(ren, cam, this->ShaderProgram);
    this->DPDepthBufferTextureObject->Deactivate();

    if (this->IsPicking)
    {
      this->EndPicking(ren);
    }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::BindTransformations(
  vtkShaderProgram* prog, vtkMatrix4x4* modelViewMat)
{
  // Bind transformations. Because the bounding box has its own transformations,
  // it is considered here as an actual volume (numInputs + 1).
  const int numInputs = static_cast<int>(this->Parent->AssembledInputs.size());
  const int numVolumes = this->MultiVolume ? numInputs + 1 : numInputs;

  this->VolMatVec.resize(numVolumes * 16, 0);
  this->InvMatVec.resize(numVolumes * 16, 0);
  this->TexMatVec.resize(numVolumes * 16, 0);
  this->InvTexMatVec.resize(numVolumes * 16, 0);
  this->TexEyeMatVec.resize(numVolumes * 16, 0);
  this->CellToPointVec.resize(numVolumes * 16, 0);
  this->TexMinVec.resize(numVolumes * 3, 0);
  this->TexMaxVec.resize(numVolumes * 3, 0);

  vtkNew<vtkMatrix4x4> dataToWorld, texToDataMat, texToViewMat, cellToPointMat;
  float defaultTexMin[3] = { 0.f, 0.f, 0.f };
  float defaultTexMax[3] = { 1.f, 1.f, 1.f };

  auto it = this->Parent->AssembledInputs.begin();
  for (int i = 0; i < numVolumes; i++)
  {
    const int vecOffset = i * 16;
    float* texMin, *texMax;

    if (this->MultiVolume && i == 0)
    {
      // Bounding box
      auto bBoxToWorld = this->MultiVolume->GetMatrix();
      dataToWorld->DeepCopy(bBoxToWorld);

      auto texToBBox = this->MultiVolume->GetTextureMatrix();
      texToDataMat->DeepCopy(texToBBox);

      cellToPointMat->Identity();
      texMin = defaultTexMin;
      texMax = defaultTexMax;
    }
    else
    {
      // Volume inputs
      auto& inputData = (*it).second; it++;
      auto volTex = inputData.Texture;
      auto volMatrix = inputData.Volume->GetMatrix();
      dataToWorld->DeepCopy(volMatrix);
      texToDataMat->DeepCopy(volTex->GetCurrentBlock()->TextureToDataset.GetPointer());

      // Texture matrices (texture to view)
      vtkMatrix4x4::Multiply4x4(volMatrix,
        texToDataMat.GetPointer(), texToViewMat.GetPointer());
      vtkMatrix4x4::Multiply4x4(modelViewMat,
        texToViewMat.GetPointer(), texToViewMat.GetPointer());

      //texToViewMat->Transpose();
      vtkInternal::CopyMatrixToVector<vtkMatrix4x4, 4, 4>(
        texToViewMat.GetPointer(), this->TexEyeMatVec.data(), vecOffset);

      // Cell to Point (texture-cells to texture-points)
      cellToPointMat->DeepCopy(volTex->CellToPointMatrix.GetPointer());
      texMin = volTex->AdjustedTexMin;
      texMax = volTex->AdjustedTexMax;
    }

    // Volume matrices (dataset to world)
    dataToWorld->Transpose();
    vtkInternal::CopyMatrixToVector<vtkMatrix4x4, 4, 4>(
     dataToWorld.GetPointer(), this->VolMatVec.data(), vecOffset);

    this->InverseVolumeMat->DeepCopy(dataToWorld.GetPointer());
    this->InverseVolumeMat->Invert();
    vtkInternal::CopyMatrixToVector<vtkMatrix4x4, 4, 4>(
     this->InverseVolumeMat.GetPointer(), this->InvMatVec.data(), vecOffset);

    // Texture matrices (texture to dataset)
    texToDataMat->Transpose();
    vtkInternal::CopyMatrixToVector<vtkMatrix4x4, 4, 4>(
      texToDataMat.GetPointer(), this->TexMatVec.data(), vecOffset);

    texToDataMat->Invert();
    vtkInternal::CopyMatrixToVector<vtkMatrix4x4, 4, 4>(
      texToDataMat.GetPointer(), this->InvTexMatVec.data(), vecOffset);

    // Cell to Point (texture adjustment)
    cellToPointMat->Transpose();
    vtkInternal::CopyMatrixToVector<vtkMatrix4x4, 4, 4>(
      cellToPointMat.GetPointer(), this->CellToPointVec.data(), vecOffset);
    vtkInternal::CopyVector<float, 3>(texMin, this->TexMinVec.data(), i * 3);
    vtkInternal::CopyVector<float, 3>(texMax, this->TexMaxVec.data(), i * 3);
  }

  prog->SetUniformMatrix4x4v("in_volumeMatrix", numVolumes, this->VolMatVec.data());
  prog->SetUniformMatrix4x4v("in_inverseVolumeMatrix", numVolumes, this->InvMatVec.data());
  prog->SetUniformMatrix4x4v("in_textureDatasetMatrix", numVolumes, this->TexMatVec.data());
  prog->SetUniformMatrix4x4v("in_inverseTextureDatasetMatrix", numVolumes, this->InvTexMatVec.data());
  prog->SetUniformMatrix4x4v("in_textureToEye", numVolumes, this->TexEyeMatVec.data());
  prog->SetUniformMatrix4x4v("in_cellToPoint", numVolumes, this->CellToPointVec.data());
  prog->SetUniform3fv("in_texMin", numVolumes,
    reinterpret_cast<const float(*)[3]>(this->TexMinVec.data()));
  prog->SetUniform3fv("in_texMax", numVolumes,
    reinterpret_cast<const float(*)[3]>(this->TexMaxVec.data()));
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetVolumeShaderParameters(
  vtkShaderProgram* prog, int independentComponents, int noOfComponents,
  vtkMatrix4x4* modelViewMat)
{
  this->BindTransformations(prog, modelViewMat);

  // Bind other properties (per-input)
  const int numInputs = static_cast<int>(this->Parent->AssembledInputs.size());
  this->ScaleVec.resize(numInputs * 4, 0);
  this->BiasVec.resize(numInputs * 4, 0);
  this->StepVec.resize(numInputs * 3, 0);
  this->SpacingVec.resize(numInputs * 3, 0);
  this->RangeVec.resize(numInputs * 8, 0);

  int index = 0;
  for (auto& input : this->Parent->AssembledInputs)
  {
    // Bind volume textures
    auto block = input.second.Texture->GetCurrentBlock();
    std::stringstream ss; ss << "in_volume[" << index << "]";
    block->TextureObject->Activate();
    prog->SetUniformi(ss.str().c_str(), block->TextureObject->GetTextureUnit());

    // LargeDataTypes have been already biased and scaled so in those cases 0s
    // and 1s are passed respectively.
    float tscale[4] = {1.0, 1.0, 1.0, 1.0};
    float tbias[4] = {0.0, 0.0, 0.0, 0.0};
    float (*scalePtr) [4] = &tscale;
    float (*biasPtr) [4] = &tbias;
    auto volTex = input.second.Texture.GetPointer();
    if (!volTex->HandleLargeDataTypes &&
      (noOfComponents == 1 || noOfComponents == 2 || independentComponents))
    {
      scalePtr = &volTex->Scale;
      biasPtr = &volTex->Bias;
    }
    vtkInternal::CopyVector<float, 4>(*scalePtr, this->ScaleVec.data(), index * 4);
    vtkInternal::CopyVector<float, 4>(*biasPtr, this->BiasVec.data(), index * 4);
    vtkInternal::CopyVector<float, 3>(block->CellStep, this->StepVec.data(), index * 3);
    vtkInternal::CopyVector<float, 3>(volTex->CellSpacing, this->SpacingVec.data(), index * 3);

    // 8 elements stands for [min, max] per 4-components
    vtkInternal::CopyVector<float, 8>(reinterpret_cast<float*>(volTex->ScalarRange),
      this->RangeVec.data(), index * 8);

    input.second.ActivateTransferFunction(prog, this->Parent->BlendMode);
    index++;
  }
  prog->SetUniform4fv("in_volume_scale", numInputs,
   reinterpret_cast<const float(*)[4]>(this->ScaleVec.data()));
  prog->SetUniform4fv("in_volume_bias", numInputs,
   reinterpret_cast<const float(*)[4]>(this->BiasVec.data()));
  prog->SetUniform2fv("in_scalarsRange", 4 * numInputs,
   reinterpret_cast<const float(*)[2]>(this->RangeVec.data()));
  prog->SetUniform3fv("in_cellStep", numInputs,
   reinterpret_cast<const float(*)[3]>(this->StepVec.data()));
  prog->SetUniform3fv("in_cellSpacing", numInputs,
   reinterpret_cast<const float(*)[3]>(this->SpacingVec.data()));
}

////----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetMapperShaderParameters(
  vtkShaderProgram* prog, int independent, int numComp)
{
#if GL_ES_VERSION_3_0 != 1
  // currently broken on ES
  this->DepthTextureObject->Activate();
  prog->SetUniformi("in_depthSampler",
    this->DepthTextureObject->GetTextureUnit());
#endif

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

  prog->SetUniformi("in_useJittering", this->Parent->UseJittering);
  prog->SetUniformi("in_noOfComponents", numComp);
  prog->SetUniformi("in_independentComponents", independent);
  prog->SetUniformf("in_sampleDistance", this->ActualSampleDistance);

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

////----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetCameraShaderParameters(
  vtkShaderProgram* prog, vtkRenderer* ren, vtkOpenGLCamera* cam)
{
  vtkMatrix4x4* glTransformMatrix;
  vtkMatrix4x4* modelViewMatrix;
  vtkMatrix3x3* normalMatrix;
  vtkMatrix4x4* projectionMatrix;
  cam->GetKeyMatrices(ren, modelViewMatrix, normalMatrix,
                      projectionMatrix, glTransformMatrix);

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

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

  float fvalue3[3];
  if (cam->GetParallelProjection())
  {
    double dir[4];
    cam->GetDirectionOfProjection(dir);
    vtkInternal::ToFloat(dir[0], dir[1], dir[2], fvalue3);
    prog->SetUniform3fv(
      "in_projectionDirection", 1, &fvalue3);
  }

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

  // TODO Take consideration of reduction factor
  float fvalue2[2];
  vtkInternal::ToFloat(this->WindowLowerLeft, fvalue2);
  prog->SetUniform2fv("in_windowLowerLeftCorner", 1, &fvalue2);

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

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

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetMaskShaderParameters(
  vtkShaderProgram* prog, int noOfComponents)
{
  if (this->CurrentMask)
  {
    auto maskTex = this->CurrentMask->GetCurrentBlock()->TextureObject;
    maskTex->Activate();
    prog->SetUniformi("in_mask", maskTex->GetTextureUnit());
  }

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

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

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetRenderToImageParameters(
  vtkShaderProgram* prog)
{
  prog->SetUniformi("in_clampDepthToBackface", this->Parent->GetClampDepthToBackface());
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::SetAdvancedShaderParameters(
  vtkRenderer* ren, vtkShaderProgram* prog, vtkVolume* vol,
  vtkVolumeTexture::VolumeBlock* block, int numComp)
{
  // Cropping and clipping
  auto bounds = block->LoadedBounds;
  this->SetCroppingRegions(prog, bounds);
  this->SetClippingPlanes(ren, prog, vol);

  // Picking
  if (this->CurrentSelectionPass < vtkHardwareSelector::ID_LOW24)
  {
    this->SetPickingId(ren);
  }

  auto blockExt = block->Extents;
  float fvalue3[3];
  vtkInternal::ToFloat(blockExt[0], blockExt[2], blockExt[4], fvalue3);
  prog->SetUniform3fv("in_textureExtentsMin", 1, &fvalue3);

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

  // Component weights (independent components)
  auto volProperty = vol->GetProperty();
  float fvalue4[4];
  if (numComp > 1 && volProperty->GetIndependentComponents())
  {
    for (int i = 0; i < numComp; ++i)
    {
      fvalue4[i] = static_cast<float>(volProperty->GetComponentWeight(i));
    }
    prog->SetUniform4fv("in_componentWeight", 1, &fvalue4);
  }

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

  // Set contour values for isosurface blend mode
  //--------------------------------------------------------------------------
  if (this->Parent->BlendMode == vtkVolumeMapper::ISOSURFACE_BLEND)
  {
    int nbContours = volProperty->GetIsoSurfaceValues()->GetNumberOfContours();

    std::vector<float> values(nbContours);
    for (int i = 0; i < nbContours; i++)
    {
      values[i] = static_cast<float>(volProperty->GetIsoSurfaceValues()->GetValue(i));
    }

    // The shader expect (for efficiency purposes) the isovalues to be sorted.
    std::sort(values.begin(), values.end());

    prog->SetUniform1fv("in_isosurfacesValues", nbContours, values.data());
  }
}

void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::FinishRendering(
  const int numComp)
{
  for (auto& item : this->Parent->AssembledInputs)
  {
    auto& input = item.second;
    input.Texture->GetCurrentBlock()->TextureObject->Deactivate();
    input.DeactivateTransferFunction(this->Parent->BlendMode);
  }

  if (this->NoiseTextureObject)
  {
    this->NoiseTextureObject->Deactivate();
  }
#if GL_ES_VERSION_3_0 != 1
  if (this->DepthTextureObject)
  {
    this->DepthTextureObject->Deactivate();
  }
#endif

  if (this->CurrentMask)
  {
    this->CurrentMask->GetCurrentBlock()->TextureObject->Deactivate();
  }

  if(numComp == 1 &&
     this->Parent->BlendMode != vtkGPUVolumeRayCastMapper::ADDITIVE_BLEND)
  {
    if (this->Parent->MaskInput != nullptr && this->Parent->MaskType == LabelMapMaskType)
    {
      this->Mask1RGBTable->Deactivate();
      this->Mask2RGBTable->Deactivate();
    }
  }

 vtkOpenGLStaticCheckErrorMacro("Failed after FinishRendering!");
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::DoGPURender(vtkRenderer* ren,
                                                  vtkOpenGLCamera* cam,
                                                  vtkShaderProgram* prog)
{
  if (!prog)
  {
    return;
  }

  this->SetShaderParametersRenderPass();
  if (!this->Impl->MultiVolume)
  {
    this->Impl->RenderSingleInput(ren, cam, prog);
  }
  else
  {
    this->Impl->RenderMultipleInputs(ren, cam, prog);
  }
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::RenderMultipleInputs(
                                                  vtkRenderer* ren,
                                                  vtkOpenGLCamera* cam,
                                                  vtkShaderProgram* prog)
{
  auto& input = this->Parent->AssembledInputs[0];
  auto vol = input.Volume;
  auto volumeTex = input.Texture.GetPointer();
  const int independent = vol->GetProperty()->GetIndependentComponents();
  const int numComp = volumeTex->GetLoadedScalars()->GetNumberOfComponents();
  int const numSamplers = (independent ? numComp : 1);
  auto bounds = this->MultiVolume->GetDataBounds();

  vtkMatrix4x4* wcvc, *vcdc, *wcdc;
  vtkMatrix3x3* norm;
  cam->GetKeyMatrices(ren, wcvc, norm, vcdc, wcdc);

  this->SetMapperShaderParameters(prog, independent, numComp);
  this->SetVolumeShaderParameters(prog, independent, numComp, wcvc);
  this->SetLightingShaderParameters(ren, prog, this->MultiVolume, numSamplers);
  this->SetCameraShaderParameters(prog, ren, cam);
  this->RenderVolumeGeometry(ren, prog, this->MultiVolume, bounds);
  this->FinishRendering(numComp);
}

//----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::RenderSingleInput(vtkRenderer* ren,
                                                  vtkOpenGLCamera* cam,
                                                  vtkShaderProgram* prog)
{
  auto& input = this->Parent->AssembledInputs[0];
  auto vol = input.Volume;
  auto volumeTex = input.Texture.GetPointer();

  // Sort blocks in case the viewpoint changed, it immediately returns if there
  // is a single block.
  volumeTex->SortBlocksBackToFront(ren, vol->GetMatrix());
  vtkVolumeTexture::VolumeBlock* block = volumeTex->GetCurrentBlock();

  if (this->CurrentMask)
  {
    this->CurrentMask->SortBlocksBackToFront(ren, vol->GetMatrix());
  }

  const int independent = vol->GetProperty()->GetIndependentComponents();
  const int numComp = volumeTex->GetLoadedScalars()->GetNumberOfComponents();
  while(block != nullptr)
  {
    const int numSamplers = (independent ? numComp : 1);
    this->SetMapperShaderParameters(prog, independent, numComp);

    vtkMatrix4x4* wcvc, *vcdc, *wcdc;
    vtkMatrix3x3* norm;
    cam->GetKeyMatrices(ren, wcvc, norm, vcdc, wcdc);
    this->SetVolumeShaderParameters(prog, independent, numComp, wcvc);

    this->SetMaskShaderParameters(prog, numComp);
    this->SetLightingShaderParameters(ren, prog, vol, numSamplers);
    this->SetCameraShaderParameters(prog, ren, cam);
    this->SetAdvancedShaderParameters(ren, prog, vol, block, numComp);

    this->RenderVolumeGeometry(ren, prog, vol, block->LoadedBounds);

    this->FinishRendering(numComp);
    block = volumeTex->GetNextBlock();
    if (this->CurrentMask)
    {
      this->CurrentMask->GetNextBlock();
    }
  }
}

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

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::SetPartitions(unsigned short x,
  unsigned short y,
  unsigned short z)
{
  this->Impl->Partitions[0] = x;
  this->Impl->Partitions[1] = y;
  this->Impl->Partitions[2] = z;
}

//-----------------------------------------------------------------------------
vtkMTimeType vtkOpenGLGPUVolumeRayCastMapper::GetRenderPassStageMTime(
  vtkVolume* vol)
{
  vtkInformation* info = vol->GetPropertyKeys();
  vtkMTimeType renderPassMTime = 0;

  int curRenderPasses = 0;
  this->Impl->RenderPassAttached = false;
  if (info && info->Has(vtkOpenGLRenderPass::RenderPasses()))
  {
    curRenderPasses = info->Length(vtkOpenGLRenderPass::RenderPasses());
    this->Impl->RenderPassAttached = true;
  }

  int lastRenderPasses = 0;
  if (this->LastRenderPassInfo->Has(vtkOpenGLRenderPass::RenderPasses()))
  {
    lastRenderPasses =
      this->LastRenderPassInfo->Length(vtkOpenGLRenderPass::RenderPasses());
  }

  // Determine the last time a render pass changed stages:
  if (curRenderPasses != lastRenderPasses)
  {
    // Number of passes changed, definitely need to update.
    // Fake the time to force an update:
    renderPassMTime = VTK_MTIME_MAX;
  }
  else
  {
    // Compare the current to the previous render passes:
    for (int i = 0; i < curRenderPasses; ++i)
    {
      vtkObjectBase* curRP = info->Get(vtkOpenGLRenderPass::RenderPasses(), i);
      vtkObjectBase* lastRP =
        this->LastRenderPassInfo->Get(vtkOpenGLRenderPass::RenderPasses(), i);

      if (curRP != lastRP)
      {
        // Render passes have changed. Force update:
        renderPassMTime = VTK_MTIME_MAX;
        break;
      }
      else
      {
        // Render passes have not changed -- check MTime.
        vtkOpenGLRenderPass* rp = static_cast<vtkOpenGLRenderPass*>(curRP);
        renderPassMTime = std::max(renderPassMTime, rp->GetShaderStageMTime());
      }
    }
  }

  // Cache the current set of render passes for next time:
  if (info)
  {
    this->LastRenderPassInfo->CopyEntry(
      info, vtkOpenGLRenderPass::RenderPasses());
  }
  else
  {
    this->LastRenderPassInfo->Clear();
  }

  return renderPassMTime;
}

//-----------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::ReplaceShaderRenderPass(
  std::map<vtkShader::Type, vtkShader*>& shaders,
  vtkVolume* vol,
  bool prePass)
{
  std::string vertShader = shaders[vtkShader::Vertex]->GetSource();
  std::string geomShader = shaders[vtkShader::Geometry]->GetSource();
  std::string fragShader = shaders[vtkShader::Fragment]->GetSource();
  vtkInformation* info = vol->GetPropertyKeys();
  if (info && info->Has(vtkOpenGLRenderPass::RenderPasses()))
  {
    int numRenderPasses = info->Length(vtkOpenGLRenderPass::RenderPasses());
    for (int i = 0; i < numRenderPasses; ++i)
    {
      vtkObjectBase* rpBase = info->Get(vtkOpenGLRenderPass::RenderPasses(), i);
      vtkOpenGLRenderPass* rp = static_cast<vtkOpenGLRenderPass*>(rpBase);
      if (prePass)
      {
        if (!rp->PreReplaceShaderValues(
              vertShader, geomShader, fragShader, this, vol))
        {
          vtkErrorMacro(
            "vtkOpenGLRenderPass::PreReplaceShaderValues failed for "
            << rp->GetClassName());
        }
      }
      else
      {
        if (!rp->PostReplaceShaderValues(
              vertShader, geomShader, fragShader, this, vol))
        {
          vtkErrorMacro(
            "vtkOpenGLRenderPass::PostReplaceShaderValues failed for "
            << rp->GetClassName());
        }
      }
    }
  }
  shaders[vtkShader::Vertex]->SetSource(vertShader);
  shaders[vtkShader::Geometry]->SetSource(geomShader);
  shaders[vtkShader::Fragment]->SetSource(fragShader);
}

//------------------------------------------------------------------------------
void vtkOpenGLGPUVolumeRayCastMapper::SetShaderParametersRenderPass()
{
  auto vol = this->Impl->GetActiveVolume();
  vtkInformation* info = vol->GetPropertyKeys();
  if (info && info->Has(vtkOpenGLRenderPass::RenderPasses()))
  {
    int numRenderPasses = info->Length(vtkOpenGLRenderPass::RenderPasses());
    for (int i = 0; i < numRenderPasses; ++i)
    {
      vtkObjectBase* rpBase = info->Get(vtkOpenGLRenderPass::RenderPasses(), i);
      vtkOpenGLRenderPass* rp = static_cast<vtkOpenGLRenderPass*>(rpBase);
      if (!rp->SetShaderParameters(this->Impl->ShaderProgram, this, vol))
      {
        vtkErrorMacro("RenderPass::SetShaderParameters failed for renderpass: "
          << rp->GetClassName());
      }
    }
  }
}
