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199 lines
5.7 KiB
C++
199 lines
5.7 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkPointGaussianMapper
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* @brief draw PointGaussians using imposters
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*
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*
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* A mapper that uses imposters to draw gaussian splats or other shapes if
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* custom shader code is set. Supports transparency and picking as well. It
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* draws all the points and does not require cell arrays. If cell arrays are
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* provided it will only draw the points used by the Verts cell array. The shape
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* of the imposter is a triangle.
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*/
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#ifndef vtkPointGaussianMapper_h
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#define vtkPointGaussianMapper_h
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#include "vtkPolyDataMapper.h"
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#include "vtkRenderingCoreModule.h" // For export macro
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class vtkPiecewiseFunction;
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class VTKRENDERINGCORE_EXPORT vtkPointGaussianMapper : public vtkPolyDataMapper
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{
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public:
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static vtkPointGaussianMapper* New();
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vtkTypeMacro(vtkPointGaussianMapper, vtkPolyDataMapper);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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//@{
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/**
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* Set/Get the optional scale transfer function. This is only
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* used when a ScaleArray is also specified.
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*/
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void SetScaleFunction(vtkPiecewiseFunction*);
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vtkGetObjectMacro(ScaleFunction, vtkPiecewiseFunction);
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//@}
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//@{
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/**
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* The size of the table used in computing scale, used when
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* converting a vtkPiecewiseFunction to a table
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*/
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vtkSetMacro(ScaleTableSize, int);
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vtkGetMacro(ScaleTableSize, int);
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//@}
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//@{
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/**
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* Convenience method to set the array to scale with.
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*/
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vtkSetStringMacro(ScaleArray);
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vtkGetStringMacro(ScaleArray);
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//@}
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//@{
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/**
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* Convenience method to set the component of the array to scale with.
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*/
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vtkSetMacro(ScaleArrayComponent, int);
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vtkGetMacro(ScaleArrayComponent, int);
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//@}
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//@{
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/**
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* Set the default scale factor of the point gaussians. This
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* defaults to 1.0. All radius computations will be scaled by the factor
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* including the ScaleArray. If a vtkPiecewideFunction is used the
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* scaling happens prior to the function lookup.
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* A scale factor of 0.0 indicates that the splats should be rendered
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* as simple points.
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*/
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vtkSetMacro(ScaleFactor, double);
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vtkGetMacro(ScaleFactor, double);
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//@}
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//@{
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/**
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* Treat the points/splats as emissive light sources. The default is true.
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*/
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vtkSetMacro(Emissive, vtkTypeBool);
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vtkGetMacro(Emissive, vtkTypeBool);
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vtkBooleanMacro(Emissive, vtkTypeBool);
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//@}
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//@{
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/**
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* Set/Get the optional opacity transfer function. This is only
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* used when an OpacityArray is also specified.
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*/
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void SetScalarOpacityFunction(vtkPiecewiseFunction*);
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vtkGetObjectMacro(ScalarOpacityFunction, vtkPiecewiseFunction);
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//@}
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//@{
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/**
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* The size of the table used in computing opacities, used when
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* converting a vtkPiecewiseFunction to a table
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*/
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vtkSetMacro(OpacityTableSize, int);
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vtkGetMacro(OpacityTableSize, int);
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//@}
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//@{
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/**
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* Method to set the optional opacity array. If specified this
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* array will be used to generate the opacity values.
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*/
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vtkSetStringMacro(OpacityArray);
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vtkGetStringMacro(OpacityArray);
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//@}
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//@{
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/**
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* Convenience method to set the component of the array to opacify with.
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*/
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vtkSetMacro(OpacityArrayComponent, int);
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vtkGetMacro(OpacityArrayComponent, int);
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//@}
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//@{
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/**
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* Method to override the fragment shader code for the splat. You can
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* set this to draw other shapes. For the OPenGL2 backend some of
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* the variables you can use and/or modify include,
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* opacity - 0.0 to 1.0
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* diffuseColor - vec3
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* ambientColor - vec3
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* offsetVCVSOutput - vec2 offset in view coordinates from the splat center
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*/
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vtkSetStringMacro(SplatShaderCode);
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vtkGetStringMacro(SplatShaderCode);
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//@}
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//@{
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/**
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* When drawing triangles as opposed too point mode
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* (triangles are for splats shaders that are bigger than a pixel)
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* this controls how large the triangle will be. By default it
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* is large enough to contain a cicle of radius 3.0*scale which works
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* well for gaussian splats as after 3.0 standard deviations the
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* opacity is near zero. For custom shader codes a different
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* value can be used. Generally you should use the lowest value you can
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* as it will result in fewer fragments. For example if your custom
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* shader only draws a disc of radius 1.0*scale, then set this to 1.0
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* to avoid sending many fragments to the shader that will just get
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* discarded.
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*/
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vtkSetMacro(TriangleScale, float);
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vtkGetMacro(TriangleScale, float);
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//@}
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/**
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* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
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* DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
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* Used by vtkHardwareSelector to determine if the prop supports hardware
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* selection.
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*/
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bool GetSupportsSelection() override { return true; }
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protected:
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vtkPointGaussianMapper();
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~vtkPointGaussianMapper() override;
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char* ScaleArray;
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int ScaleArrayComponent;
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char* OpacityArray;
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int OpacityArrayComponent;
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char* SplatShaderCode;
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vtkPiecewiseFunction* ScaleFunction;
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int ScaleTableSize;
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vtkPiecewiseFunction* ScalarOpacityFunction;
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int OpacityTableSize;
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double ScaleFactor;
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vtkTypeBool Emissive;
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float TriangleScale;
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private:
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vtkPointGaussianMapper(const vtkPointGaussianMapper&) = delete;
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void operator=(const vtkPointGaussianMapper&) = delete;
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};
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#endif
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