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vtkLODActor.cxx
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vtkLODActor.cxx
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// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
#include "vtkLODActor.h"
#include "vtkMapperCollection.h"
#include "vtkMaskPoints.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkOutlineFilter.h"
#include "vtkPolyDataMapper.h"
#include "vtkProperty.h"
#include "vtkRenderWindow.h"
#include "vtkRenderer.h"
#include "vtkTexture.h"
#include "vtkTimerLog.h"
#include <cmath>
VTK_ABI_NAMESPACE_BEGIN
vtkStandardNewMacro(vtkLODActor);
vtkCxxSetObjectMacro(vtkLODActor, LowResFilter, vtkPolyDataAlgorithm);
vtkCxxSetObjectMacro(vtkLODActor, MediumResFilter, vtkPolyDataAlgorithm);
//------------------------------------------------------------------------------
vtkLODActor::vtkLODActor()
{
// get a hardware dependent actor and mappers
this->Device = vtkActor::New();
vtkMatrix4x4* m = vtkMatrix4x4::New();
this->Device->SetUserMatrix(m);
m->Delete();
this->LODMappers = vtkMapperCollection::New();
this->MediumResFilter = nullptr;
this->LowResFilter = nullptr;
this->NumberOfCloudPoints = 150;
this->LowMapper = nullptr;
this->MediumMapper = nullptr;
}
//------------------------------------------------------------------------------
vtkLODActor::~vtkLODActor()
{
this->Device->Delete();
this->Device = nullptr;
this->DeleteOwnLODs();
this->LODMappers->Delete();
}
//------------------------------------------------------------------------------
void vtkLODActor::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Cloud Points: " << this->NumberOfCloudPoints << endl;
// how should we print out the LODMappers?
os << indent << "Number Of LOD Mappers: " << this->LODMappers->GetNumberOfItems() << endl;
os << indent << "Medium Resolution Filter: " << this->MediumResFilter << "\n";
if (this->MediumResFilter)
{
this->MediumResFilter->PrintSelf(os, indent.GetNextIndent());
}
os << indent << "Low Resolution Filter: " << this->LowResFilter << "\n";
if (this->LowResFilter)
{
this->LowResFilter->PrintSelf(os, indent.GetNextIndent());
}
}
//------------------------------------------------------------------------------
void vtkLODActor::Render(vtkRenderer* ren, vtkMapper* vtkNotUsed(m))
{
float myTime, bestTime, tempTime;
vtkMatrix4x4* matrix;
vtkMapper *mapper, *bestMapper;
if (!this->Mapper)
{
vtkErrorMacro("No mapper for actor.");
return;
}
// first time through create lods if non have been added
if (this->LODMappers->GetNumberOfItems() == 0)
{
this->CreateOwnLODs();
}
// If the actor has changed or the primary mapper has changed ...
// Is this the correct test?
if (this->MediumMapper)
{
if (this->GetMTime() > this->BuildTime || this->Mapper->GetMTime() > this->BuildTime)
{
this->UpdateOwnLODs();
}
}
// figure out how much time we have to render
myTime = this->AllocatedRenderTime;
// Figure out which resolution to use
// none is a valid resolution. Do we want to have a lowest:
// bbox, single point, ...
// There is no order to the list, so it is assumed that mappers that take
// longer to render are better quality.
// Timings might become out of date, but we rely on
bestMapper = this->Mapper;
bestTime = bestMapper->GetTimeToDraw();
if (bestTime > myTime)
{
vtkCollectionSimpleIterator mit;
this->LODMappers->InitTraversal(mit);
while ((mapper = this->LODMappers->GetNextMapper(mit)) != nullptr && bestTime != 0.0)
{
tempTime = mapper->GetTimeToDraw();
// If the LOD has never been rendered, select it!
if (tempTime == 0.0)
{
bestMapper = mapper;
bestTime = 0.0;
}
else
{
if (bestTime > myTime && tempTime < bestTime)
{
bestMapper = mapper;
bestTime = tempTime;
}
if (tempTime > bestTime && tempTime < myTime)
{
bestMapper = mapper;
bestTime = tempTime;
}
}
}
}
// render the property
if (!this->Property)
{
// force creation of a property
this->GetProperty();
}
this->Property->Render(this, ren);
if (this->BackfaceProperty)
{
this->BackfaceProperty->BackfaceRender(this, ren);
this->Device->SetBackfaceProperty(this->BackfaceProperty);
}
this->Device->SetProperty(this->Property);
// render the texture
if (this->Texture)
{
this->Texture->Render(ren);
}
// make sure the device has the same matrix
matrix = this->Device->GetUserMatrix();
this->GetMatrix(matrix);
// Store information on time it takes to render.
// We might want to estimate time from the number of polygons in mapper.
// The internal actor needs to share property keys. This allows depth peeling
// etc to work.
this->Device->SetPropertyKeys(this->GetPropertyKeys());
// copy current translucent pass setting
this->Device->SetIsRenderingTranslucentPolygonalGeometry(
this->IsRenderingTranslucentPolygonalGeometry());
this->Device->Render(ren, bestMapper);
this->EstimatedRenderTime = bestMapper->GetTimeToDraw();
}
void vtkLODActor::ReleaseGraphicsResources(vtkWindow* renWin)
{
vtkMapper* mapper;
vtkActor::ReleaseGraphicsResources(renWin);
// broadcast the message down to the individual LOD mappers
vtkCollectionSimpleIterator mit;
for (this->LODMappers->InitTraversal(mit); (mapper = this->LODMappers->GetNextMapper(mit));)
{
mapper->ReleaseGraphicsResources(renWin);
}
}
//------------------------------------------------------------------------------
// does not matter if mapper is in mapper collection.
void vtkLODActor::AddLODMapper(vtkMapper* mapper)
{
if (this->MediumMapper)
{
this->DeleteOwnLODs();
}
if (!this->Mapper)
{
this->SetMapper(mapper);
}
this->LODMappers->AddItem(mapper);
}
//------------------------------------------------------------------------------
// Can only be used if no LOD mappers have been added.
// Maybe we should remove this exclusive feature.
void vtkLODActor::CreateOwnLODs()
{
if (this->MediumMapper)
{
return;
}
if (!this->Mapper)
{
vtkErrorMacro("Cannot create LODs with out a mapper.");
return;
}
// There are ways of getting around this limitation...
if (this->LODMappers->GetNumberOfItems() > 0)
{
vtkErrorMacro(<< "Cannot generate LOD mappers when some have been added already");
return;
}
// create filters and mappers
if (!this->MediumResFilter)
{
vtkMaskPoints* mediumResFilter = vtkMaskPoints::New();
mediumResFilter->RandomModeOn();
mediumResFilter->GenerateVerticesOn();
this->SetMediumResFilter(mediumResFilter);
mediumResFilter->Delete();
}
this->MediumMapper = vtkPolyDataMapper::New();
if (!this->LowResFilter)
{
vtkOutlineFilter* lowResFilter = vtkOutlineFilter::New();
this->SetLowResFilter(lowResFilter);
lowResFilter->Delete();
}
this->LowMapper = vtkPolyDataMapper::New();
this->LODMappers->AddItem(this->MediumMapper);
this->LODMappers->AddItem(this->LowMapper);
this->UpdateOwnLODs();
}
//------------------------------------------------------------------------------
void vtkLODActor::UpdateOwnLODs()
{
if (!this->Mapper)
{
vtkErrorMacro("Cannot create LODs with out a mapper.");
return;
}
if (!this->MediumMapper)
{
this->CreateOwnLODs();
if (!this->MediumMapper)
{ // could not create the LODs
return;
}
}
// connect the filters to the mapper, and set parameters
this->MediumResFilter->SetInputConnection(this->Mapper->GetInputConnection(0, 0));
this->LowResFilter->SetInputConnection(this->Mapper->GetInputConnection(0, 0));
// If the medium res filter is a vtkMaskPoints, then set the ivar in here.
// In reality, we should deprecate the vtkLODActor::SetNumberOfCloudPoints
// method, since now you can get the filters that make up the low and
// medium res and set them yourself.
if (vtkMaskPoints* f = vtkMaskPoints::SafeDownCast(this->MediumResFilter))
{
f->SetMaximumNumberOfPoints(this->NumberOfCloudPoints);
}
// copy all parameters including LUTs, scalar range, etc.
this->MediumMapper->ShallowCopy(this->Mapper);
this->MediumMapper->SetInputConnection(this->MediumResFilter->GetOutputPort());
this->LowMapper->ShallowCopy(this->Mapper);
this->LowMapper->ScalarVisibilityOff();
this->LowMapper->SetInputConnection(this->LowResFilter->GetOutputPort());
this->BuildTime.Modified();
}
//------------------------------------------------------------------------------
// Deletes Mappers and filters created by this object.
// (number two and three)
void vtkLODActor::DeleteOwnLODs()
{
// remove the mappers from the LOD collection
if (this->LowMapper)
{
this->LODMappers->RemoveItem(this->LowMapper);
this->LowMapper->Delete();
this->LowMapper = nullptr;
}
if (this->MediumMapper)
{
this->LODMappers->RemoveItem(this->MediumMapper);
this->MediumMapper->Delete();
this->MediumMapper = nullptr;
}
// delete the filters used to create the LODs ...
// The nullptr check should not be necessary, but for sanity ...
this->SetLowResFilter(nullptr);
this->SetMediumResFilter(nullptr);
}
//------------------------------------------------------------------------------
void vtkLODActor::Modified()
{
if (this->Device) // Will be nullptr only during destruction of this class.
{
this->Device->Modified();
}
this->vtkActor::Modified();
}
void vtkLODActor::ShallowCopy(vtkProp* prop)
{
vtkLODActor* a = vtkLODActor::SafeDownCast(prop);
if (a)
{
this->SetNumberOfCloudPoints(a->GetNumberOfCloudPoints());
vtkMapperCollection* c = a->GetLODMappers();
vtkMapper* map;
vtkCollectionSimpleIterator mit;
for (c->InitTraversal(mit); (map = c->GetNextMapper(mit));)
{
this->AddLODMapper(map);
}
}
// Now do superclass
this->vtkActor::ShallowCopy(prop);
}
VTK_ABI_NAMESPACE_END