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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.
=========================================================================*/
// .NAME vtkMapper - abstract class specifies interface to map data to graphics primitives
// .SECTION Description
// 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.)
// .SECTION See Also
// vtkDataSetMapper vtkPolyDataMapper
#ifndef __vtkMapper_h
#define __vtkMapper_h
#include "vtkAbstractMapper3D.h"
#include "vtkScalarsToColors.h" // For VTK_COLOR_MODE_DEFAULT and _MAP_SCALARS
#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 vtkFloatArray;
class vtkImageData;
class VTK_RENDERING_EXPORT vtkMapper : public vtkAbstractMapper3D
{
public:
vtkTypeMacro(vtkMapper,vtkAbstractMapper3D);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Make a shallow copy of this mapper.
void ShallowCopy(vtkAbstractMapper *m);
// Description:
// Overload standard modified time function. If lookup table is modified,
// then this object is modified as well.
unsigned long GetMTime();
// Description:
// Method initiates the mapping process. Generally sent by the actor
// as each frame is rendered.
virtual void Render(vtkRenderer *ren, vtkActor *a) = 0;
// Description:
// 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 *) {};
// Description:
// Specify a lookup table for the mapper to use.
void SetLookupTable(vtkScalarsToColors *lut);
vtkScalarsToColors *GetLookupTable();
// Description:
// Create default lookup table. Generally used to create one when none
// is available with the scalar data.
virtual void CreateDefaultLookupTable();
// Description:
// Turn on/off flag to control whether scalar data is used to color objects.
vtkSetMacro(ScalarVisibility,int);
vtkGetMacro(ScalarVisibility,int);
vtkBooleanMacro(ScalarVisibility,int);
// Description:
// 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);
// Description:
// Control how the scalar data is mapped to colors. By default
// (ColorModeToDefault), unsigned char scalars are treated as colors, and
// NOT mapped through the lookup table, while everything else is. 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);};
// Description:
// Return the method of coloring scalar data.
const char *GetColorModeAsString();
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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);
// Description:
// 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();
//BTX
// Description:
// 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);
//ETX
// Description:
// 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, if the poly data has triangle strips,
// the field data is treated as the celldata for each mini-cell formed by
// a triangle in the strip rather than the entire strip.
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); }
// Description:
// 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);
// Description:
// 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);
// Description:
// 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; }
// Description:
// Return the method for obtaining scalar data.
const char *GetScalarModeAsString();
// Description:
// 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);}
// Description:
// 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);
// Description:
// 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();
// Description:
// 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();
// Description:
// 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);};
// Description:
// 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);
//BTX
// Description:
// Get the input as a vtkDataSet. This method is overridden in
// the specialized mapper classes to return more specific data types.
vtkDataSet *GetInput();
//ETX
// Description:
// 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();}
// Description:
// 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.)
vtkUnsignedCharArray *MapScalars(double alpha);
// Description:
// 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);};
// Description:
// Return the light-model color mode.
const char *GetScalarMaterialModeAsString();
// Description:
// 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() { return true; }
// Description:
// 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; }
protected:
vtkMapper();
~vtkMapper();
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(vtkDataArray* scalars, double alpha);
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;
int Static;
int ForceCompileOnly;
private:
vtkMapper(const vtkMapper&); // Not implemented.
void operator=(const vtkMapper&); // Not implemented.
};
#endif
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