void icetStateSetDefaults(void)
{
    GLint *int_array;
    int i;

    icetDiagnostics(ICET_DIAG_ALL_NODES | ICET_DIAG_WARNINGS);

    icetStateSetInteger(ICET_RANK, ICET_COMM_RANK());
    icetStateSetInteger(ICET_NUM_PROCESSES, ICET_COMM_SIZE());
    icetStateSetInteger(ICET_ABSOLUTE_FAR_DEPTH, 1);
    /*icetStateSetInteger(ICET_ABSOLUTE_FAR_DEPTH, 0xFFFFFFFF);*/
    icetStateSetFloatv(ICET_BACKGROUND_COLOR, 4, black);
    icetStateSetInteger(ICET_BACKGROUND_COLOR_WORD, 0);

    icetResetTiles();
    icetStateSetIntegerv(ICET_DISPLAY_NODES, 0, NULL);

    icetStateSetDoublev(ICET_GEOMETRY_BOUNDS, 0, NULL);
    icetStateSetInteger(ICET_NUM_BOUNDING_VERTS, 0);
    icetStateSetPointer(ICET_STRATEGY_COMPOSE, NULL);
    icetInputOutputBuffers(ICET_COLOR_BUFFER_BIT | ICET_DEPTH_BUFFER_BIT,
                           ICET_COLOR_BUFFER_BIT);
    int_array = malloc(ICET_COMM_SIZE() * sizeof(GLint));
    for (i = 0; i < ICET_COMM_SIZE(); i++) {
        int_array[i] = i;
    }
    icetStateSetIntegerv(ICET_COMPOSITE_ORDER, ICET_COMM_SIZE(), int_array);
    icetStateSetIntegerv(ICET_PROCESS_ORDERS, ICET_COMM_SIZE(), int_array);
    free(int_array);

    icetStateSetInteger(ICET_DATA_REPLICATION_GROUP, ICET_COMM_RANK());
    icetStateSetInteger(ICET_DATA_REPLICATION_GROUP_SIZE, 1);

    icetStateSetPointer(ICET_DRAW_FUNCTION, NULL);
    icetStateSetInteger(ICET_READ_BUFFER, GL_BACK);
#ifdef _WIN32
    icetStateSetInteger(ICET_COLOR_FORMAT, GL_BGRA_EXT);
#else
    icetStateSetInteger(ICET_COLOR_FORMAT, GL_RGBA);
#endif
    icetStateSetInteger(ICET_FRAME_COUNT, 0);

    icetEnable(ICET_FLOATING_VIEWPORT);
    icetDisable(ICET_ORDERED_COMPOSITE);
    icetDisable(ICET_CORRECT_COLORED_BACKGROUND);
    icetEnable(ICET_DISPLAY);
    icetDisable(ICET_DISPLAY_COLORED_BACKGROUND);
    icetDisable(ICET_DISPLAY_INFLATE);
    icetEnable(ICET_DISPLAY_INFLATE_WITH_HARDWARE);

    icetStateSetBoolean(ICET_IS_DRAWING_FRAME, 0);

    icetStateSetPointer(ICET_COLOR_BUFFER, NULL);
    icetStateSetPointer(ICET_DEPTH_BUFFER, NULL);
    icetStateSetBoolean(ICET_COLOR_BUFFER_VALID, 0);
    icetStateSetBoolean(ICET_DEPTH_BUFFER_VALID, 0);

    icetStateResetTiming();
}
示例#2
0
static int BlankTilesRun()
{
    int result = TEST_PASSED;
    int strategy_index;

    glClearColor(0.25f, 0.25f, 0.25f, 0.25f);

    icetGLDrawCallback(draw);
    icetBoundingBoxd(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5);

    /* Turn on blending and colored background collection.  Even though in
       general this would not work unless you also ordered the compositing, we
       just want to make sure we get the right color in empty tiles for this
       test. */
    icetSetColorFormat(ICET_IMAGE_COLOR_RGBA_FLOAT);
    icetSetDepthFormat(ICET_IMAGE_DEPTH_NONE);
    icetCompositeMode(ICET_COMPOSITE_MODE_BLEND);
    icetEnable(ICET_CORRECT_COLORED_BACKGROUND);

    for (strategy_index = 0;
         strategy_index < STRATEGY_LIST_SIZE; strategy_index++) {
        IceTEnum strategy = strategy_list[strategy_index];
        int single_image_strategy_index;
        int num_single_image_strategy;

        icetStrategy(strategy);
        printstat("\n\nUsing %s strategy.\n", icetGetStrategyName());

        if (strategy_uses_single_image_strategy(strategy)) {
            num_single_image_strategy = SINGLE_IMAGE_STRATEGY_LIST_SIZE;
        } else {
          /* Set to one since single image strategy does not matter. */
            num_single_image_strategy = 1;
        }

        for (single_image_strategy_index = 0;
             single_image_strategy_index < num_single_image_strategy;
             single_image_strategy_index++) {
            IceTEnum single_image_strategy
                = single_image_strategy_list[single_image_strategy_index];
            int test_result;

            icetSingleImageStrategy(single_image_strategy);
            printstat("Using %s single image sub-strategy.\n",
                      icetGetSingleImageStrategyName());

            test_result = BlankTilesDoTest();
            if (test_result != TEST_PASSED) {
                result = test_result;
            }
        }
    }

    return result;
}
示例#3
0
void icetGLInitialize(void)
{
    if (icetGLIsInitialized()) {
        icetRaiseWarning("icetGLInitialize called multiple times.",
                         ICET_INVALID_OPERATION);
    }

    icetStateSetBoolean(ICET_GL_INITIALIZED, ICET_TRUE);

    icetGLSetReadBuffer(GL_BACK);

    icetStateSetPointer(ICET_GL_DRAW_FUNCTION, NULL);
    icetStateSetInteger(ICET_GL_INFLATE_TEXTURE, 0);

    icetEnable(ICET_GL_DISPLAY);
    icetDisable(ICET_GL_DISPLAY_COLORED_BACKGROUND);
    icetDisable(ICET_GL_DISPLAY_INFLATE);
    icetEnable(ICET_GL_DISPLAY_INFLATE_WITH_HARDWARE);

    icetStateSetPointer(ICET_RENDER_LAYER_DESTRUCTOR, gl_destroy);
}
static void BackgroundCorrectSetupRender()
{
    IceTInt num_proc;

    icetGetIntegerv(ICET_NUM_PROCESSES, &num_proc);

    icetCompositeMode(ICET_COMPOSITE_MODE_BLEND);
    icetSetColorFormat(ICET_IMAGE_COLOR_RGBA_FLOAT);
    icetSetDepthFormat(ICET_IMAGE_DEPTH_NONE);
    icetDisable(ICET_ORDERED_COMPOSITE);
    icetEnable(ICET_CORRECT_COLORED_BACKGROUND);

    icetDrawCallback(BackgroundCorrectDraw);

    icetResetTiles();
    icetAddTile(0, 0, PROC_REGION_WIDTH, PROC_REGION_HEIGHT*(num_proc+1), 0);
}
avtDataObject_p
IceTNetworkManager::Render(
    bool checkThreshold, intVector networkIds,
    bool getZBuffer, int annotMode, int windowID,
    bool leftEye)
{
    int t0 = visitTimer->StartTimer();
    DataNetwork *origWorkingNet = workingNet;
    avtDataObject_p retval;

    EngineVisWinInfo &viswinInfo = viswinMap[windowID];
    viswinInfo.markedForDeletion = false;
    VisWindow *viswin = viswinInfo.viswin;
    std::vector<avtPlot_p>& imageBasedPlots = viswinInfo.imageBasedPlots;

    renderings = 0;

    TRY
    {
        this->StartTimer();

        RenderSetup(windowID, networkIds, getZBuffer,
            annotMode, leftEye, checkThreshold);

        bool plotDoingTransparencyOutsideTransparencyActor = false;
        for(size_t i = 0 ; i < networkIds.size() ; i++)
        {
            workingNet = NULL;
            UseNetwork(networkIds[i]);
            if(this->workingNet->GetPlot()->ManagesOwnTransparency())
            {
                plotDoingTransparencyOutsideTransparencyActor = true;
            }
        }
        workingNet = NULL;

        // We can't easily figure out a compositing order, which IceT requires
        // in order to properly composite transparent geometry.  Thus if there
        // is some transparency, fallback to our parent implementation.
        avtTransparencyActor* trans = viswin->GetTransparencyActor();
        bool transparenciesExist = trans->TransparenciesExist()
                           ||  plotDoingTransparencyOutsideTransparencyActor;
        if (transparenciesExist)
        {
            debug2 << "Encountered transparency: falling back to old "
                      "SR / compositing routines." << std::endl;

            retval = NetworkManager::RenderInternal();
        }
        else
        {
            bool needZB = !imageBasedPlots.empty() ||
                          renderState.shadowMap  ||
                          renderState.depthCues;

            // Confusingly, we need to set the input to be *opposite* of what VisIt
            // wants.  This is due to (IMHO) poor naming in the IceT case; on the
            // input side:
            //     ICET_DEPTH_BUFFER_BIT set:     do Z-testing
            //     ICET_DEPTH_BUFFER_BIT not set: do Z-based compositing.
            // On the output side:
            //     ICET_DEPTH_BUFFER_BIT set:     readback of Z buffer is allowed
            //     ICET_DEPTH_BUFFER_BIT not set: readback of Z does not work.
            // In VisIt's case, we calculated a `need Z buffer' predicate based
            // around the idea that we need the Z buffer to do Z-compositing.
            // However, IceT \emph{always} needs the Z buffer internally -- the
            // flag only differentiates between `compositing' methodologies
            // (painter-style or `over' operator) on input.
            GLenum inputs = ICET_COLOR_BUFFER_BIT;
            GLenum outputs = ICET_COLOR_BUFFER_BIT;
            // Scratch all that, I guess.  That might be the correct way to go
            // about things in the long run, but IceT only gives us back half an
            // image if we don't set the depth buffer bit.  The compositing is a
            // bit wrong, but there's not much else we can do..
            // Consider removing the `hack' if a workaround is found.
            if (/*hack*/true/*hack*/) // || !this->MemoMultipass(viswin))
            {
                inputs |= ICET_DEPTH_BUFFER_BIT;
            }
            if(needZB)
            {
                outputs |= ICET_DEPTH_BUFFER_BIT;
            }
            ICET(icetInputOutputBuffers(inputs, outputs));

            // If there is a backdrop image, we need to tell IceT so that it can
            // composite correctly.
            if(viswin->GetBackgroundMode() != AnnotationAttributes::Solid)
            {
                ICET(icetEnable(ICET_CORRECT_COLORED_BACKGROUND));
            }
            else
            {
                ICET(icetDisable(ICET_CORRECT_COLORED_BACKGROUND));
            }

            if (renderState.renderOnViewer)
            {
                RenderCleanup();
                avtDataObject_p dobj = NULL;
                CATCH_RETURN2(1, dobj);
            }

            debug5 << "Rendering " << viswin->GetNumPrimitives()
                   << " primitives." << endl;

            int width, height, width_start, height_start;
            // This basically gets the width and the height.
            // The distinction is for 2D rendering, where we only want the
            // width and the height of the viewport.
            viswin->GetCaptureRegion(width_start, height_start, width, height,
                                     renderState.viewportedMode);

            this->TileLayout(width, height);

            CallInitializeProgressCallback(this->RenderingStages());

            // IceT mode is different from the standard network manager; we don't
            // need to create any compositor or anything: it's all done under the
            // hood.
            // Whether or not to do multipass rendering (opaque first, translucent
            // second) is all handled in the callback; from our perspective, we
            // just say draw, read back the image, and post-process it.

            // IceT sometimes omits large parts of Curve plots when using the
            // REDUCE strategy. Use a different compositing strategy for Curve
            // plots to avoid the problem.
            if(viswin->GetWindowMode() == WINMODE_CURVE)
                ICET(icetStrategy(ICET_STRATEGY_VTREE));
            else
                ICET(icetStrategy(ICET_STRATEGY_REDUCE));

            ICET(icetDrawFunc(render));
            ICET(icetDrawFrame());

            // Now that we're done rendering, we need to post process the image.
            debug3 << "IceTNM: Starting readback." << std::endl;
            avtImage_p img = this->Readback(viswin, needZB);

            // Now its essentially back to the same behavior as our parent:
            //  shadows
            //  depth cueing
            //  post processing

            if (renderState.shadowMap)
                this->RenderShadows(img);

            if (renderState.depthCues)
                this->RenderDepthCues(img);

            // If the engine is doing more than just 3D annotations,
            // post-process the composited image.
            RenderPostProcess(img);

            CopyTo(retval, img);
        }

        RenderCleanup();
    }
    CATCHALL
    {
        RenderCleanup();
        RETHROW;
    }
    ENDTRY

    workingNet = origWorkingNet;
    visitTimer->StopTimer(t0, "Ice-T Render");
    return retval;
}
示例#6
0
void icetStateSetDefaults(void)
{
    IceTInt *int_array;
    int i;
    int comm_size, comm_rank;

    icetDiagnostics(ICET_DIAG_ALL_NODES | ICET_DIAG_WARNINGS);

    comm_size = icetCommSize();
    comm_rank = icetCommRank();
    icetStateSetInteger(ICET_RANK, comm_rank);
    icetStateSetInteger(ICET_NUM_PROCESSES, comm_size);
    /* icetStateSetInteger(ICET_ABSOLUTE_FAR_DEPTH, 1); */
  /*icetStateSetInteger(ICET_ABSOLUTE_FAR_DEPTH, 0xFFFFFFFF);*/
    icetStateSetFloatv(ICET_BACKGROUND_COLOR, 4, black);
    icetStateSetInteger(ICET_BACKGROUND_COLOR_WORD, 0);
    icetStateSetInteger(ICET_COLOR_FORMAT, ICET_IMAGE_COLOR_RGBA_UBYTE);
    icetStateSetInteger(ICET_DEPTH_FORMAT, ICET_IMAGE_DEPTH_FLOAT);

    icetResetTiles();
    icetStateSetIntegerv(ICET_DISPLAY_NODES, 0, NULL);

    icetStateSetDoublev(ICET_GEOMETRY_BOUNDS, 0, NULL);
    icetStateSetInteger(ICET_NUM_BOUNDING_VERTS, 0);
    icetStateSetInteger(ICET_STRATEGY, ICET_STRATEGY_UNDEFINED);
    icetSingleImageStrategy(ICET_SINGLE_IMAGE_STRATEGY_AUTOMATIC);
    icetCompositeMode(ICET_COMPOSITE_MODE_Z_BUFFER);
    int_array = icetStateAllocateInteger(ICET_COMPOSITE_ORDER, comm_size);
    for (i = 0; i < comm_size; i++) {
        int_array[i] = i;
    }
    int_array = icetStateAllocateInteger(ICET_PROCESS_ORDERS, comm_size);
    for (i = 0; i < comm_size; i++) {
        int_array[i] = i;
    }

    icetStateSetInteger(ICET_DATA_REPLICATION_GROUP, comm_rank);
    icetStateSetInteger(ICET_DATA_REPLICATION_GROUP_SIZE, 1);
    icetStateSetInteger(ICET_FRAME_COUNT, 0);

    if (getenv("ICET_MAGIC_K") != NULL) {
        IceTInt magic_k = atoi(getenv("ICET_MAGIC_K"));
        if (magic_k > 1) {
            icetStateSetInteger(ICET_MAGIC_K, magic_k);
        } else {
            icetRaiseError("Environment varible ICET_MAGIC_K must be set"
                           " to an integer greater than 1.",
                           ICET_INVALID_VALUE);
            icetStateSetInteger(ICET_MAGIC_K, ICET_MAGIC_K_DEFAULT);
        }
    } else {
        icetStateSetInteger(ICET_MAGIC_K, ICET_MAGIC_K_DEFAULT);
    }

    if (getenv("ICET_MAX_IMAGE_SPLIT") != NULL) {
        IceTInt max_image_split = atoi(getenv("ICET_MAX_IMAGE_SPLIT"));
        if (max_image_split > 0) {
            icetStateSetInteger(ICET_MAX_IMAGE_SPLIT, max_image_split);
        } else {
            icetRaiseError("Environment variable ICET_MAX_IMAGE_SPLIT must be"
                           " set to an integer greater than 0.",
                           ICET_INVALID_VALUE);
            icetStateSetInteger(ICET_MAX_IMAGE_SPLIT,
                                ICET_MAX_IMAGE_SPLIT_DEFAULT);
        }
    } else {
        icetStateSetInteger(ICET_MAX_IMAGE_SPLIT, ICET_MAX_IMAGE_SPLIT_DEFAULT);
    }

    icetStateSetPointer(ICET_DRAW_FUNCTION, NULL);
    icetStateSetPointer(ICET_RENDER_LAYER_DESTRUCTOR, NULL);

    icetEnable(ICET_FLOATING_VIEWPORT);
    icetDisable(ICET_ORDERED_COMPOSITE);
    icetDisable(ICET_CORRECT_COLORED_BACKGROUND);
    icetEnable(ICET_COMPOSITE_ONE_BUFFER);
    icetEnable(ICET_INTERLACE_IMAGES);
    icetEnable(ICET_COLLECT_IMAGES);
    icetDisable(ICET_RENDER_EMPTY_IMAGES);

    icetStateSetBoolean(ICET_IS_DRAWING_FRAME, 0);
    icetStateSetBoolean(ICET_RENDER_BUFFER_SIZE, 0);

    icetStateSetInteger(ICET_VALID_PIXELS_TILE, -1);
    icetStateSetInteger(ICET_VALID_PIXELS_OFFSET, 0);
    icetStateSetInteger(ICET_VALID_PIXELS_NUM, 0);

    icetStateResetTiming();
}