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Program: Visualization Toolkit
Module: vtkMapper.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.
=========================================================================*/
/**
* @class vtkMapper
* @brief abstract class specifies interface to map data to graphics primitives
*
* vtkMapper is an abstract class to specify interface between data and
* graphics primitives. Subclasses of vtkMapper map data through a
* lookuptable and control the creation of rendering primitives that
* interface to the graphics library. The mapping can be controlled by
* supplying a lookup table and specifying a scalar range to map data
* through.
*
* There are several important control mechanisms affecting the behavior of
* this object. The ScalarVisibility flag controls whether scalar data (if
* any) controls the color of the associated actor(s) that refer to the
* mapper. The ScalarMode ivar is used to determine whether scalar point data
* or cell data is used to color the object. By default, point data scalars
* are used unless there are none, in which cell scalars are used. Or you can
* explicitly control whether to use point or cell scalar data. Finally, the
* mapping of scalars through the lookup table varies depending on the
* setting of the ColorMode flag. See the documentation for the appropriate
* methods for an explanation.
*
* Another important feature of this class is whether to use immediate mode
* rendering (ImmediateModeRenderingOn) or display list rendering
* (ImmediateModeRenderingOff). If display lists are used, a data structure
* is constructed (generally in the rendering library) which can then be
* rapidly traversed and rendered by the rendering library. The disadvantage
* of display lists is that they require additionally memory which may affect
* the performance of the system.
*
* Another important feature of the mapper is the ability to shift the
* z-buffer to resolve coincident topology. For example, if you'd like to
* draw a mesh with some edges a different color, and the edges lie on the
* mesh, this feature can be useful to get nice looking lines. (See the
* ResolveCoincidentTopology-related methods.)
*
* @sa
* vtkDataSetMapper vtkPolyDataMapper
*/
#ifndef vtkMapper_h
#define vtkMapper_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkAbstractMapper3D.h"
#include "vtkSystemIncludes.h" // For VTK_COLOR_MODE_DEFAULT and _MAP_SCALARS
#include "vtkSmartPointer.h" // needed for vtkSmartPointer.
#define VTK_RESOLVE_OFF 0
#define VTK_RESOLVE_POLYGON_OFFSET 1
#define VTK_RESOLVE_SHIFT_ZBUFFER 2
#define VTK_GET_ARRAY_BY_ID 0
#define VTK_GET_ARRAY_BY_NAME 1
#define VTK_MATERIALMODE_DEFAULT 0
#define VTK_MATERIALMODE_AMBIENT 1
#define VTK_MATERIALMODE_DIFFUSE 2
#define VTK_MATERIALMODE_AMBIENT_AND_DIFFUSE 3
class vtkWindow;
class vtkRenderer;
class vtkActor;
class vtkDataSet;
class vtkDataObject;
class vtkFloatArray;
class vtkImageData;
class vtkScalarsToColors;
class vtkUnsignedCharArray;
class VTKRENDERINGCORE_EXPORT vtkMapper : public vtkAbstractMapper3D
{
public:
vtkTypeMacro(vtkMapper, vtkAbstractMapper3D);
void PrintSelf(ostream& os, vtkIndent indent);
/**
* Make a shallow copy of this mapper.
*/
void ShallowCopy(vtkAbstractMapper *m);
/**
* Overload standard modified time function. If lookup table is modified,
* then this object is modified as well.
*/
vtkMTimeType GetMTime();
/**
* Method initiates the mapping process. Generally sent by the actor
* as each frame is rendered.
*/
virtual void Render(vtkRenderer *ren, vtkActor *a) = 0;
/**
* Release any graphics resources that are being consumed by this mapper.
* The parameter window could be used to determine which graphic
* resources to release.
*/
virtual void ReleaseGraphicsResources(vtkWindow *) {}
//@{
/**
* Specify a lookup table for the mapper to use.
*/
void SetLookupTable(vtkScalarsToColors *lut);
vtkScalarsToColors *GetLookupTable();
//@}
/**
* Create default lookup table. Generally used to create one when none
* is available with the scalar data.
*/
virtual void CreateDefaultLookupTable();
//@{
/**
* Turn on/off flag to control whether scalar data is used to color objects.
*/
vtkSetMacro(ScalarVisibility, int);
vtkGetMacro(ScalarVisibility, int);
vtkBooleanMacro(ScalarVisibility, int);
//@}
//@{
/**
* Turn on/off flag to control whether the mapper's data is static. Static data
* means that the mapper does not propagate updates down the pipeline, greatly
* decreasing the time it takes to update many mappers. This should only be
* used if the data never changes.
*/
vtkSetMacro(Static, int);
vtkGetMacro(Static, int);
vtkBooleanMacro(Static, int);
//@}
//@{
/**
* default (ColorModeToDefault), unsigned char scalars are treated
* as colors, and NOT mapped through the lookup table, while
* everything else is. ColorModeToDirectScalar extends
* ColorModeToDefault such that all integer types are treated as
* colors with values in the range 0-255 and floating types are
* treated as colors with values in the range 0.0-1.0. Setting
* ColorModeToMapScalars means that all scalar data will be mapped
* through the lookup table. (Note that for multi-component
* scalars, the particular component to use for mapping can be
* specified using the SelectColorArray() method.)
*/
vtkSetMacro(ColorMode, int);
vtkGetMacro(ColorMode, int);
void SetColorModeToDefault()
{ this->SetColorMode(VTK_COLOR_MODE_DEFAULT); }
void SetColorModeToMapScalars()
{ this->SetColorMode(VTK_COLOR_MODE_MAP_SCALARS); }
void SetColorModeToDirectScalars()
{ this->SetColorMode(VTK_COLOR_MODE_DIRECT_SCALARS); }
//@}
/**
* Return the method of coloring scalar data.
*/
const char *GetColorModeAsString();
//@{
/**
* By default, vertex color is used to map colors to a surface.
* Colors are interpolated after being mapped.
* This option avoids color interpolation by using a one dimensional
* texture map for the colors.
*/
vtkSetMacro(InterpolateScalarsBeforeMapping, int);
vtkGetMacro(InterpolateScalarsBeforeMapping, int);
vtkBooleanMacro(InterpolateScalarsBeforeMapping, int);
//@}
//@{
/**
* Control whether the mapper sets the lookuptable range based on its
* own ScalarRange, or whether it will use the LookupTable ScalarRange
* regardless of it's own setting. By default the Mapper is allowed to set
* the LookupTable range, but users who are sharing LookupTables between
* mappers/actors will probably wish to force the mapper to use the
* LookupTable unchanged.
*/
vtkSetMacro(UseLookupTableScalarRange, int);
vtkGetMacro(UseLookupTableScalarRange, int);
vtkBooleanMacro(UseLookupTableScalarRange, int);
//@}
//@{
/**
* Specify range in terms of scalar minimum and maximum (smin,smax). These
* values are used to map scalars into lookup table. Has no effect when
* UseLookupTableScalarRange is true.
*/
vtkSetVector2Macro(ScalarRange, double);
vtkGetVectorMacro(ScalarRange, double, 2);
//@}
//@{
/**
* Turn on/off flag to control whether data is rendered using
* immediate mode or note. Immediate mode rendering
* tends to be slower but it can handle larger datasets.
* The default value is immediate mode off. If you are
* having problems rendering a large dataset you might
* want to consider using immediate more rendering.
*/
vtkSetMacro(ImmediateModeRendering, int);
vtkGetMacro(ImmediateModeRendering, int);
vtkBooleanMacro(ImmediateModeRendering, int);
//@}
//@{
/**
* Turn on/off flag to control whether data is rendered using
* immediate mode or note. Immediate mode rendering
* tends to be slower but it can handle larger datasets.
* The default value is immediate mode off. If you are
* having problems rendering a large dataset you might
* want to consider using immediate more rendering.
*/
static void SetGlobalImmediateModeRendering(int val);
static void GlobalImmediateModeRenderingOn()
{ vtkMapper::SetGlobalImmediateModeRendering(1); }
static void GlobalImmediateModeRenderingOff()
{ vtkMapper::SetGlobalImmediateModeRendering(0); }
static int GetGlobalImmediateModeRendering();
//@}
//@{
/**
* Force compile only mode in case display lists are used
* (ImmediateModeRendering is false). If ImmediateModeRendering is true,
* no rendering happens. Changing the value of this flag does not change
* modified time of the mapper. Initial value is false.
* This can be used by another rendering class which also uses display lists
* (call of display lists can be nested but not their creation.)
* There is no good reason to expose it to wrappers.
*/
vtkGetMacro(ForceCompileOnly, int);
void SetForceCompileOnly(int value);
//@}
/**
* Control how the filter works with scalar point data and cell attribute
* data. By default (ScalarModeToDefault), the filter will use point data,
* and if no point data is available, then cell data is used. Alternatively
* you can explicitly set the filter to use point data
* (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData).
* You can also choose to get the scalars from an array in point field
* data (ScalarModeToUsePointFieldData) or cell field data
* (ScalarModeToUseCellFieldData). If scalars are coming from a field
* data array, you must call SelectColorArray before you call
* GetColors.
*/
// When ScalarMode is set to use Field Data (ScalarModeToFieldData),
// you must call SelectColorArray to choose the field data array to
// be used to color cells. In this mode, the default behavior is to
// treat the field data tuples as being associated with cells. If
// the poly data contains triangle strips, the array is expected to
// contain the cell data for each mini-cell formed by any triangle
// strips in the poly data as opposed to treating them as a single
// tuple that applies to the entire strip. This mode can also be
// used to color the entire poly data by a single color obtained by
// mapping the tuple at a given index in the field data array
// through the color map. Use SetFieldDataTupleId() to specify
// the tuple index.
vtkSetMacro(ScalarMode, int);
vtkGetMacro(ScalarMode, int);
void SetScalarModeToDefault()
{ this->SetScalarMode(VTK_SCALAR_MODE_DEFAULT); }
void SetScalarModeToUsePointData()
{ this->SetScalarMode(VTK_SCALAR_MODE_USE_POINT_DATA); }
void SetScalarModeToUseCellData()
{ this->SetScalarMode(VTK_SCALAR_MODE_USE_CELL_DATA); }
void SetScalarModeToUsePointFieldData()
{ this->SetScalarMode(VTK_SCALAR_MODE_USE_POINT_FIELD_DATA); }
void SetScalarModeToUseCellFieldData()
{ this->SetScalarMode(VTK_SCALAR_MODE_USE_CELL_FIELD_DATA); }
void SetScalarModeToUseFieldData()
{ this->SetScalarMode(VTK_SCALAR_MODE_USE_FIELD_DATA); }
//@{
/**
* When ScalarMode is set to UsePointFieldData or UseCellFieldData,
* you can specify which array to use for coloring using these methods.
* The lookup table will decide how to convert vectors to colors.
*/
void SelectColorArray(int arrayNum);
void SelectColorArray(const char* arrayName);
//@}
// When ScalarMode is set to UseFieldData, set the index of the
// tuple by which to color the entire data set. By default, the
// index is -1, which means to treat the field data array selected
// with SelectColorArray as having a scalar value for each cell.
// Indices of 0 or higher mean to use the tuple at the given index
// for coloring the entire data set.
vtkSetMacro(FieldDataTupleId, vtkIdType);
vtkGetMacro(FieldDataTupleId, vtkIdType);
//@{
/**
* Legacy:
* These methods used to be used to specify the array component.
* It is better to do this in the lookup table.
*/
void ColorByArrayComponent(int arrayNum, int component);
void ColorByArrayComponent(const char* arrayName, int component);
//@}
/**
* Get the array name or number and component to color by.
*/
char* GetArrayName() { return this->ArrayName; }
int GetArrayId() { return this->ArrayId; }
int GetArrayAccessMode() { return this->ArrayAccessMode; }
int GetArrayComponent() { return this->ArrayComponent; }
/**
* Return the method for obtaining scalar data.
*/
const char *GetScalarModeAsString();
//@{
/**
* Set/Get a global flag that controls whether coincident topology (e.g., a
* line on top of a polygon) is shifted to avoid z-buffer resolution (and
* hence rendering problems). If not off, there are two methods to choose
* from. PolygonOffset uses graphics systems calls to shift polygons, but
* does not distinguish vertices and lines from one another. ShiftZBuffer
* remaps the z-buffer to distinguish vertices, lines, and polygons, but
* does not always produce acceptable results. If you use the ShiftZBuffer
* approach, you may also want to set the ResolveCoincidentTopologyZShift
* value. (Note: not all mappers/graphics systems implement this
* functionality.)
*/
static void SetResolveCoincidentTopology(int val);
static int GetResolveCoincidentTopology();
static void SetResolveCoincidentTopologyToDefault();
static void SetResolveCoincidentTopologyToOff()
{ SetResolveCoincidentTopology(VTK_RESOLVE_OFF) ;}
static void SetResolveCoincidentTopologyToPolygonOffset()
{ SetResolveCoincidentTopology(VTK_RESOLVE_POLYGON_OFFSET); }
static void SetResolveCoincidentTopologyToShiftZBuffer()
{ SetResolveCoincidentTopology(VTK_RESOLVE_SHIFT_ZBUFFER); }
//@}
//@{
/**
* Used to set the polygon offset scale factor and units.
* Used when ResolveCoincidentTopology is set to PolygonOffset.
* These are global variables.
*/
static void SetResolveCoincidentTopologyPolygonOffsetParameters(
double factor, double units);
static void GetResolveCoincidentTopologyPolygonOffsetParameters(
double& factor, double& units);
//@}
//@{
/**
* Used to set the polygon offset values relative to the global
* Used when ResolveCoincidentTopology is set to PolygonOffset.
*/
void SetRelativeCoincidentTopologyPolygonOffsetParameters(
double factor, double units);
void GetRelativeCoincidentTopologyPolygonOffsetParameters(
double& factor, double& units);
//@}
//@{
/**
* Used to set the line offset scale factor and units.
* Used when ResolveCoincidentTopology is set to PolygonOffset.
* These are global variables.
*/
static void SetResolveCoincidentTopologyLineOffsetParameters(
double factor, double units);
static void GetResolveCoincidentTopologyLineOffsetParameters(
double& factor, double& units);
//@}
//@{
/**
* Used to set the line offset values relative to the global
* Used when ResolveCoincidentTopology is set to PolygonOffset.
*/
void SetRelativeCoincidentTopologyLineOffsetParameters(
double factor, double units);
void GetRelativeCoincidentTopologyLineOffsetParameters(
double& factor, double& units);
//@}
//@{
/**
* Used to set the point offset value
* Used when ResolveCoincidentTopology is set to PolygonOffset.
* These are global variables.
*/
static void SetResolveCoincidentTopologyPointOffsetParameter(
double units);
static void GetResolveCoincidentTopologyPointOffsetParameter(
double& units);
//@}
//@{
/**
* Used to set the point offset value relative to the global
* Used when ResolveCoincidentTopology is set to PolygonOffset.
*/
void SetRelativeCoincidentTopologyPointOffsetParameter(double units);
void GetRelativeCoincidentTopologyPointOffsetParameter(double& units);
//@}
//@{
/**
* Get the net paramters for handlig coincident topology
* obtained by summing the global values with the relative values.
*/
void GetCoincidentTopologyPolygonOffsetParameters(
double& factor, double& units);
void GetCoincidentTopologyLineOffsetParameters(
double& factor, double& units);
void GetCoincidentTopologyPointOffsetParameter(double& units);
//@}
//@{
/**
* Used when ResolveCoincidentTopology is set to PolygonOffset. The polygon
* offset can be applied either to the solid polygonal faces or the
* lines/vertices. When set (default), the offset is applied to the faces
* otherwise it is applied to lines and vertices.
* This is a global variable.
*/
static void SetResolveCoincidentTopologyPolygonOffsetFaces(int faces);
static int GetResolveCoincidentTopologyPolygonOffsetFaces();
//@}
//@{
/**
* Used to set the z-shift if ResolveCoincidentTopology is set to
* ShiftZBuffer. This is a global variable.
*/
static void SetResolveCoincidentTopologyZShift(double val);
static double GetResolveCoincidentTopologyZShift();
//@}
/**
* Return bounding box (array of six doubles) of data expressed as
* (xmin,xmax, ymin,ymax, zmin,zmax).
*/
virtual double *GetBounds();
virtual void GetBounds(double bounds[6])
{ this->vtkAbstractMapper3D::GetBounds(bounds); }
/**
* This instance variable is used by vtkLODActor to determine which
* mapper to use. It is an estimate of the time necessary to render.
* Setting the render time does not modify the mapper.
*/
void SetRenderTime(double time) {this->RenderTime = time;}
vtkGetMacro(RenderTime, double);
/**
* Get the input as a vtkDataSet. This method is overridden in
* the specialized mapper classes to return more specific data types.
*/
vtkDataSet *GetInput();
/**
* Get the input to this mapper as a vtkDataSet, instead of as a
* more specialized data type that the subclass may return from
* GetInput(). This method is provided for use in the wrapper languages,
* C++ programmers should use GetInput() instead.
*/
vtkDataSet *GetInputAsDataSet()
{ return this->GetInput(); }
//@{
/**
* Map the scalars (if there are any scalars and ScalarVisibility is on)
* through the lookup table, returning an unsigned char RGBA array. This is
* typically done as part of the rendering process. The alpha parameter
* allows the blending of the scalars with an additional alpha (typically
* which comes from a vtkActor, etc.)
*/
virtual vtkUnsignedCharArray *MapScalars(double alpha);
virtual vtkUnsignedCharArray *MapScalars(double alpha,
int &cellFlag);
virtual vtkUnsignedCharArray *MapScalars(vtkDataSet *input,
double alpha);
virtual vtkUnsignedCharArray *MapScalars(vtkDataSet *input,
double alpha,
int &cellFlag);
//@}
//@{
/**
* Set/Get the light-model color mode.
*/
vtkSetMacro(ScalarMaterialMode,int);
vtkGetMacro(ScalarMaterialMode,int);
void SetScalarMaterialModeToDefault()
{ this->SetScalarMaterialMode(VTK_MATERIALMODE_DEFAULT); }
void SetScalarMaterialModeToAmbient()
{ this->SetScalarMaterialMode(VTK_MATERIALMODE_AMBIENT); }
void SetScalarMaterialModeToDiffuse()
{ this->SetScalarMaterialMode(VTK_MATERIALMODE_DIFFUSE); }
void SetScalarMaterialModeToAmbientAndDiffuse()
{ this->SetScalarMaterialMode(VTK_MATERIALMODE_AMBIENT_AND_DIFFUSE); }
//@}
/**
* Return the light-model color mode.
*/
const char *GetScalarMaterialModeAsString();
/**
* Returns if the mapper does not expect to have translucent geometry. This
* may happen when using ColorMode is set to not map scalars i.e. render the
* scalar array directly as colors and the scalar array has opacity i.e. alpha
* component. Default implementation simply returns true. Note that even if
* this method returns true, an actor may treat the geometry as translucent
* since a constant translucency is set on the property, for example.
*/
virtual bool GetIsOpaque();
/**
* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
* DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
* Used by vtkHardwareSelector to determine if the prop supports hardware
* selection.
*/
virtual bool GetSupportsSelection()
{ return false; }
/**
* Returns if we can use texture maps for scalar coloring. Note this doesn't
* say we "will" use scalar coloring. It says, if we do use scalar coloring,
* we will use a texture.
* When rendering multiblock datasets, if any 2 blocks provide different
* lookup tables for the scalars, then also we cannot use textures. This case
* can be handled if required.
*/
virtual int CanUseTextureMapForColoring(vtkDataObject* input);
//@{
/**
* Used internally by vtkValuePass
*/
void UseInvertibleColorFor(vtkDataObject *input,
int scalarMode,
int arrayAccessMode,
int arrayId,
const char *arrayName,
int arrayComponent,
double *scalarRange);
void UseInvertibleColorFor(int scalarMode,
int arrayAccessMode,
int arrayId,
const char *arrayName,
int arrayComponent,
double *scalarRange);
//@}
/**
* Used internally by vtkValuePass.
*/
void ClearInvertibleColor();
/**
* Convert a floating point value to an RGB triplet.
*/
static void ValueToColor(double value, double min, double scale,
unsigned char *color);
/**
* Convert an RGB triplet to a floating point value.
*/
static void ColorToValue(unsigned char *color, double min, double scale,
double &value);
/**
* Call to force a rebuild of color result arrays on next MapScalars.
* Necessary when using arrays in the case of multiblock data.
*/
void ClearColorArrays();
/**
* Provide read access to the color array
*/
vtkUnsignedCharArray *GetColorMapColors();
/**
* Provide read access to the color texture coordinate array
*/
vtkFloatArray *GetColorCoordinates();
/**
* Provide read access to the color texture array
*/
vtkImageData* GetColorTextureMap();
protected:
vtkMapper();
~vtkMapper();
// color mapped colors
vtkUnsignedCharArray *Colors;
// Use texture coordinates for coloring.
int InterpolateScalarsBeforeMapping;
// Coordinate for each point.
vtkFloatArray *ColorCoordinates;
// 1D ColorMap used for the texture image.
vtkImageData* ColorTextureMap;
void MapScalarsToTexture(vtkAbstractArray* scalars, double alpha);
// Makes a lookup table that can be used for deferred colormaps
void AcquireInvertibleLookupTable();
bool UseInvertibleColors;
static vtkScalarsToColors *InvertibleLookupTable;
vtkScalarsToColors *LookupTable;
int ScalarVisibility;
vtkTimeStamp BuildTime;
double ScalarRange[2];
int UseLookupTableScalarRange;
int ImmediateModeRendering;
int ColorMode;
int ScalarMode;
int ScalarMaterialMode;
double RenderTime;
// for coloring by a component of a field data array
int ArrayId;
char ArrayName[256];
int ArrayComponent;
int ArrayAccessMode;
// If coloring by field data, which tuple to use to color the entire
// data set. If -1, treat array values as cell data.
vtkIdType FieldDataTupleId;
int Static;
int ForceCompileOnly;
vtkAbstractArray *InvertibleScalars;
double CoincidentPolygonFactor;
double CoincidentPolygonOffset;
double CoincidentLineFactor;
double CoincidentLineOffset;
double CoincidentPointOffset;
private:
vtkMapper(const vtkMapper&) VTK_DELETE_FUNCTION;
void operator=(const vtkMapper&) VTK_DELETE_FUNCTION;
};
#endif
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