Beispiel #1
0
int VTKMeshExporter::RequestData(
        vtkInformation* vtkNotUsed(request),
        vtkInformationVector** inputVector,
        vtkInformationVector* outputVector) {

    update(); // Run FAST pipeline

    Mesh::pointer input = getStaticInputData<Mesh>();
    MeshAccess::pointer access = input->getMeshAccess(ACCESS_READ);

    vtkInformation *outInfo = outputVector->GetInformationObject(0);

    vtkPolyData *output = this->GetOutput();

    vtkSmartPointer<vtkPoints> points = vtkSmartPointer<vtkPoints>::New();
    points->SetNumberOfPoints(input->getNrOfVertices());

    for(int i = 0; i < input->getNrOfVertices(); i++) {
    	MeshVertex v = access->getVertex(i);
    	VectorXf position = v.getPosition();
		if(input->getDimensions() == 2) {
			points->SetPoint(i, position.x(), position.y(), 0);
		} else {
			points->SetPoint(i, position.x(), position.y(), position.z());
		}
	}
	output->SetPoints(points);

    vtkSmartPointer<vtkCellArray> polys = vtkSmartPointer<vtkCellArray>::New();
    if(input->getDimensions() == 2) {
		for(int i = 0; i < input->getNrOfLines(); i++) {
			VectorXui line = access->getLine(i);
			polys->InsertNextCell(2);
			polys->InsertCellPoint(line.x());
			polys->InsertCellPoint(line.y());
		}
		output->SetLines(polys);
    } else {
    	for(int i = 0; i < input->getNrOfTriangles(); i++) {
			VectorXui triangle = access->getTriangle(i);
			polys->InsertNextCell(3);
			polys->InsertCellPoint(triangle.x());
			polys->InsertCellPoint(triangle.y());
			polys->InsertCellPoint(triangle.z());
		}
		output->SetPolys(polys);
    }
    // TODO if 3D, also export normals

    return 1;
}
Beispiel #2
0
void MeshRenderer::draw() {
    boost::lock_guard<boost::mutex> lock(mMutex);

    glEnable(GL_NORMALIZE);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_LIGHTING);

    boost::unordered_map<uint, Mesh::pointer>::iterator it;
    for(it = mMeshToRender.begin(); it != mMeshToRender.end(); it++) {
        Mesh::pointer surfaceToRender = it->second;

        if(surfaceToRender->getDimensions() != 3)
        	continue;

        // Draw the triangles in the VBO
        AffineTransformation::pointer transform = SceneGraph::getAffineTransformationFromData(surfaceToRender);

        glPushMatrix();
        glMultMatrixf(transform->data());

        float opacity = mDefaultOpacity;
        Color color = mDefaultColor;
        ProcessObjectPort port = getInputPort(it->first);
        if(mInputOpacities.count(port) > 0) {
            opacity = mInputOpacities[port];
        }
        if(mInputColors.count(port) > 0) {
            color = mInputColors[port];
        }

        // Set material properties
        if(opacity < 1) {
            // Enable transparency
            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        }
        GLfloat GLcolor[] = { color.getRedValue(), color.getGreenValue(), color.getBlueValue(), opacity };
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GLcolor);
        GLfloat specReflection[] = { mDefaultSpecularReflection, mDefaultSpecularReflection, mDefaultSpecularReflection, 1.0f };
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specReflection);
        GLfloat shininess[] = { 16.0f };
        glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);

        VertexBufferObjectAccess::pointer access = surfaceToRender->getVertexBufferObjectAccess(ACCESS_READ, getMainDevice());
        GLuint* VBO_ID = access->get();

        // Normal Buffer
        glBindBuffer(GL_ARRAY_BUFFER, *VBO_ID);
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_NORMAL_ARRAY);

        glVertexPointer(3, GL_FLOAT, 24, 0);
        glNormalPointer(GL_FLOAT, 24, (float*)(sizeof(GLfloat)*3));

        glDrawArrays(GL_TRIANGLES, 0, surfaceToRender->getNrOfTriangles()*3);

        // Release buffer
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_NORMAL_ARRAY);
        if(opacity < 1) {
            // Disable transparency
            glDisable(GL_BLEND);
        }
        glPopMatrix();
    }

    glDisable(GL_LIGHTING);
    glDisable(GL_NORMALIZE);
    glColor3f(1.0f, 1.0f, 1.0f); // Reset color
}
Beispiel #3
0
void MeshRenderer::draw2D(
                cl::BufferGL PBO,
                uint width,
                uint height,
                Eigen::Transform<float, 3, Eigen::Affine> pixelToViewportTransform,
                float PBOspacing,
                Vector2f translation
        ) {
    boost::lock_guard<boost::mutex> lock(mMutex);

    OpenCLDevice::pointer device = getMainDevice();
    cl::CommandQueue queue = device->getCommandQueue();
    std::vector<cl::Memory> v;
    v.push_back(PBO);
    queue.enqueueAcquireGLObjects(&v);

    // Map would probably be better here, but doesn't work on NVIDIA, segfault surprise!
    //float* pixels = (float*)queue.enqueueMapBuffer(PBO, CL_TRUE, CL_MAP_WRITE, 0, width*height*sizeof(float)*4);
    boost::shared_array<float> pixels(new float[width*height*sizeof(float)*4]);
    queue.enqueueReadBuffer(PBO, CL_TRUE, 0, width*height*4*sizeof(float), pixels.get());

    boost::unordered_map<uint, Mesh::pointer>::iterator it;
    for(it = mMeshToRender.begin(); it != mMeshToRender.end(); it++) {
    	Mesh::pointer mesh = it->second;
    	if(mesh->getDimensions() != 2) // Mesh must be 2D
    		continue;

		Color color = mDefaultColor;
        ProcessObjectPort port = getInputPort(it->first);
        if(mInputColors.count(port) > 0) {
            color = mInputColors[port];
        }

    	MeshAccess::pointer access = mesh->getMeshAccess(ACCESS_READ);
        std::vector<VectorXui> lines = access->getLines();
        std::vector<MeshVertex> vertices = access->getVertices();

        // Draw each line
        for(int i = 0; i < lines.size(); ++i) {
        	Vector2ui line = lines[i];
        	Vector2f a = vertices[line.x()].getPosition();
        	Vector2f b = vertices[line.y()].getPosition();
        	Vector2f direction = b - a;
        	float lengthInPixels = ceil(direction.norm() / PBOspacing);

        	// Draw the line
        	for(int j = 0; j <= lengthInPixels; ++j) {
        		Vector2f positionInMM = a + direction*((float)j/lengthInPixels);
        		Vector2f positionInPixels = positionInMM / PBOspacing;

        		int x = round(positionInPixels.x());
        		int y = round(positionInPixels.y());
        		y = height - 1 - y;
        		if(x < 0 || y < 0 || x >= width || y >= height)
        			continue;

        		pixels[4*(x + y*width)] = color.getRedValue();
        		pixels[4*(x + y*width) + 1] = color.getGreenValue();
        		pixels[4*(x + y*width) + 2] = color.getBlueValue();
        	}
        }
    }

    //queue.enqueueUnmapMemObject(PBO, pixels);
    queue.enqueueWriteBuffer(PBO, CL_TRUE, 0, width*height*4*sizeof(float), pixels.get());
    queue.enqueueReleaseGLObjects(&v);
}