/usr/include/vtk-6.3/vtkOpenGLHAVSVolumeMapper.h is in libvtk6-dev 6.3.0+dfsg1-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLHAVSVolumeMapper.h
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.
=========================================================================*/
/* Copyright 2005, 2006 by University of Utah. */
// .NAME vtkOpenGLHAVSVolumeMapper - Hardware-Assisted
// Visibility Sorting unstructured grid mapper, OpenGL implementation
//
// .SECTION Description
//
// vtkHAVSVolumeMapper is a class that renders polygonal data
// (represented as an unstructured grid) using the Hardware-Assisted
// Visibility Sorting (HAVS) algorithm. First the unique triangles are sorted
// in object space, then they are sorted in image space using a fixed size
// A-buffer implemented on the GPU called the k-buffer. The HAVS algorithm
// excels at rendering large datasets quickly. The trade-off is that the
// algorithm may produce some rendering artifacts due to an insufficient k
// size (currently 2 or 6 is supported) or read/write race conditions.
//
// A built in level-of-detail (LOD) approach samples the geometry using one of
// two heuristics (field or area). If LOD is enabled, the amount of geometry
// that is sampled and rendered changes dynamically to stay within the target
// frame rate. The field sampling method generally works best for datasets
// with cell sizes that don't vary much in size. On the contrary, the area
// sampling approach gives better approximations when the volume has a lot of
// variation in cell size.
//
// The HAVS algorithm uses several advanced features on graphics hardware.
// The k-buffer sorting network is implemented using framebuffer objects
// (FBOs) with multiple render targets (MRTs). Therefore, only cards that
// support these features can run the algorithm (at least an ATI 9500 or an
// NVidia NV40 (6600)).
//
// .SECTION Notes
//
// Several issues had to be addressed to get the HAVS algorithm working within
// the vtk framework. These additions forced the code to forsake speed for
// the sake of compliance and robustness.
//
// The HAVS algorithm operates on the triangles that compose the mesh.
// Therefore, before rendering, the cells are decomposed into unique triangles
// and stored on the GPU for efficient rendering. The use of GPU data
// structures is only recommended if the entire geometry can fit in graphics
// memory. Otherwise this feature should be disabled.
//
// Another new feature is the handling of mixed data types (eg., polygonal
// data with volume data). This is handled by reading the z-buffer from the
// current window and copying it into the framebuffer object for off-screen
// rendering. The depth test is then enabled so that the volume only appears
// over the opaque geometry. Finally, the results of the off-screen rendering
// are blended into the framebuffer as a transparent, view-aligned texture.
//
// Instead of using a preintegrated 3D lookup table for storing the ray
// integral, this implementation uses partial pre-integration. This improves
// the performance of dynamic transfer function updates by avoiding a costly
// preprocess of the table.
//
// A final change to the original algorithm is the handling of non-convexities
// in the mesh. Due to read/write hazards that may create undesired artifacts
// with non-convexities when using a inside/outside toggle in the fragment
// program, another approach was employed. To handle non-convexities, the
// fragment shader determines if a ray-gap is larger than the max cell size
// and kill the fragment if so. This approximation performs rather well in
// practice but may miss small non-convexities.
//
// For more information on the HAVS algorithm see:
//
// "Hardware-Assisted Visibility Sorting for Unstructured Volume
// Rendering" by S. P. Callahan, M. Ikits, J. L. D. Comba, and C. T. Silva,
// IEEE Transactions of Visualization and Computer Graphics; May/June 2005.
//
// For more information on the Level-of-Detail algorithm, see:
//
// "Interactive Rendering of Large Unstructured Grids Using Dynamic
// Level-of-Detail" by S. P. Callahan, J. L. D. Comba, P. Shirley, and
// C. T. Silva, Proceedings of IEEE Visualization '05, Oct. 2005.
//
// .SECTION Acknowledgments
//
// This code was developed by Steven P. Callahan under the supervision
// of Prof. Claudio T. Silva. The code also contains contributions
// from Milan Ikits, Linh Ha, Huy T. Vo, Carlos E. Scheidegger, and
// Joao L. D. Comba.
//
// The work was supported by grants, contracts, and gifts from the
// National Science Foundation, the Department of Energy, the Army
// Research Office, and IBM.
//
// The port of HAVS to VTK and ParaView has been primarily supported
// by Sandia National Labs.
//
#ifndef vtkOpenGLHAVSVolumeMapper_h
#define vtkOpenGLHAVSVolumeMapper_h
#include "vtkRenderingVolumeOpenGLModule.h" // For export macro
#include "vtkHAVSVolumeMapper.h"
#include "vtkWeakPointer.h" // to cache the vtkRenderWindow
class vtkRenderer;
class vtkRenderWindow;
class VTKRENDERINGVOLUMEOPENGL_EXPORT vtkOpenGLHAVSVolumeMapper
: public vtkHAVSVolumeMapper
{
public:
static vtkOpenGLHAVSVolumeMapper *New();
vtkTypeMacro(vtkOpenGLHAVSVolumeMapper,
vtkHAVSVolumeMapper);
virtual void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Render the volume
virtual void Render(vtkRenderer *ren, vtkVolume *vol);
// Description
// Release any graphics resources that are being consumed by this volume
// renderer.
virtual void ReleaseGraphicsResources(vtkWindow *);
// Description:
// Set/get whether or not the data structures should be stored on the GPU
// for better peformance.
virtual void SetGPUDataStructures(bool);
// Description:
// Check hardware support for the HAVS algorithm. Necessary
// features include off-screen rendering, 32-bit fp textures, multiple
// render targets, and framebuffer objects.
// Subclasses must override this method to indicate if supported by Hardware.
virtual bool SupportedByHardware(vtkRenderer *r);
protected:
vtkOpenGLHAVSVolumeMapper();
~vtkOpenGLHAVSVolumeMapper();
virtual int FillInputPortInformation(int port, vtkInformation* info);
//BTX
virtual void Initialize(vtkRenderer *ren, vtkVolume *vol);
virtual void InitializeLookupTables(vtkVolume *vol);
void InitializeGPUDataStructures();
void InitializeShaders();
void DeleteShaders();
void InitializeFramebufferObject();
void RenderHAVS(vtkRenderer *ren);
void SetupFBOZBuffer(int screenWidth, int screenHeight, float depthNear, float depthFar,
float *zbuffer);
void SetupFBOMRT();
void DrawFBOInit(int screenWidth, int screenHeight, float depthNear, float depthFar);
void DrawFBOGeometry();
void DrawFBOFlush(int screenWidth, int screenHeight, float depthNear, float depthFar);
void DrawBlend(int screenWidth, int screenHeight, float depthNear, float depthFar);
void CheckOpenGLError(const char *str);
// GPU
unsigned int VBOVertexName;
unsigned int VBOTexCoordName;
unsigned int VBOVertexIndexName;
unsigned int VertexProgram;
unsigned int FragmentProgramBegin;
unsigned int FragmentProgram;
unsigned int FragmentProgramEnd;
unsigned int FramebufferObject;
int FramebufferObjectSize;
unsigned int FramebufferTextures[4];
unsigned int DepthTexture;
// Lookup Tables
unsigned int PsiTableTexture;
unsigned int TransferFunctionTexture;
vtkWeakPointer<vtkRenderWindow> RenderWindow;
//ETX
private:
vtkOpenGLHAVSVolumeMapper(const vtkOpenGLHAVSVolumeMapper&); // Not implemented.
void operator=(const vtkOpenGLHAVSVolumeMapper&); // Not implemented.
};
#endif
|