VTK  9.1.0
vtkHardwareSelector.h
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1/*=========================================================================
2
3 Program: Visualization Toolkit
4 Module: vtkHardwareSelector.h
5
6 Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
7 All rights reserved.
8 See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
9
10 This software is distributed WITHOUT ANY WARRANTY; without even
11 the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
12 PURPOSE. See the above copyright notice for more information.
13
14=========================================================================*/
15/*
16 * @class vtkHardwareSelector
17 * @brief manager for OpenGL-based selection.
18 *
19 * vtkHardwareSelector is a helper that orchestrates color buffer based
20 * selection. This relies on OpenGL.
21 * vtkHardwareSelector can be used to select visible cells or points within a
22 * given rectangle of the RenderWindow.
23 * To use it, call in order:
24 * \li SetRenderer() - to select the renderer in which we
25 * want to select the cells/points.
26 * \li SetArea() - to set the rectangular region in the render window to select
27 * in.
28 * \li SetFieldAssociation() - to select the attribute to select i.e.
29 * cells/points etc.
30 * \li Finally, call Select().
31 * Select will cause the attached vtkRenderer to render in a special color mode,
32 * where each cell/point is given it own color so that later inspection of the
33 * Rendered Pixels can determine what cells are visible. Select() returns a new
34 * vtkSelection instance with the cells/points selected.
35 *
36 * Limitations:
37 * Antialiasing will break this class. If your graphics card settings force
38 * their use this class will return invalid results.
39 *
40 * Only Opaque geometry in Actors is selected from. Assemblies and LODMappers
41 * are not currently supported.
42 *
43 * During selection, visible datasets that can not be selected from are
44 * temporarily hidden so as not to produce invalid indices from their colors.
45 *
46 *
47 * The basic approach this class uses is to invoke render multiple times
48 * (passes) and have the mappers render pass specific information into
49 * the color buffer. For example during the ACTOR_PASS a mapper is
50 * supposed to render it's actor's id into the color buffer as a RGB
51 * value where R is the lower 8 bits, G is the next 8, etc. Giving us 24
52 * bits of unsigned int range.
53 *
54 * The same concept applies to the COMPOSITE_INDEX_PASS and the point and
55 * cell ID passes. As points and cells can easily exceed the 24 bit range
56 * of the color buffer we break them into two 24 bit passes for a total
57 * of 48 bits of range.
58 *
59 * During each pass the mappers render their data into the color buffer,
60 * the hardware selector grabs that buffer and then invokes
61 * ProcessSelectorPixelBuffer on all of the hit props. Giving them, and
62 * their mappers, a chance to modify the pixel buffer.
63 *
64 * Most mappers use this ProcessSelectorPixelBuffers pass to take when
65 * they rendered into the color buffer and convert it into what the
66 * hardware selector is expecting. This is because in some cases it is
67 * far easier and faster to render something else, such as
68 * gl_PrimitiveID or gl_VertexID and then in the processing convert those
69 * values to the appropriate VTK values.
70 *
71 * NOTE: The goal is for mappers to support hardware selection without
72 * having to rebuild any of their VBO/IBOs to maintain fast picking
73 * performance.
74 *
75 * NOTE: This class has a complex interaction with parallel compositing
76 * techniques such as IceT that are used on supercomputers. In those
77 * cases the local nodes render each pass, process it, send it to icet
78 * which composits it, and then must copy the result back to the hardware
79 * selector. Be aware of these interactions if you work on this class.
80 *
81 * NOTE: many mappers support remapping arrays from their local value to
82 * some other provided value. For example ParaView when creating a
83 * polydata from an unstructured grid will create point and cell data
84 * arrays on the polydata that may the polydata point and cell IDs back
85 * to the original unstructured grid's point and cell IDs. The hardware
86 * selection process honors those arrays and will provide the original
87 * unstructured grid point and cell ID when a selection is made.
88 * Likewise there are process and composite arrays that most mappers
89 * support that allow for parallel data generation, delivery, and local
90 * rendering while preserving the original process and composite values
91 * from when the data was distributed. Be aware the process array is a
92 * point data while the composite array is a cell data.
93 *
94 * TODO: This whole selection process could be nicely encapsulated as a
95 * RenderPass that internally renders multiple times with different
96 * settings. That would be my suggestion for the future.
97 *
98 * TODO: The pick method build into renderer could use the ACTOR pass of
99 * this class to do it's work eliminating some confusion and duplicate
100 * code paths.
101 *
102 * TODO: I am not sure where the composite array indirection is used.
103 *
104 *
105 * @sa
106 * vtkOpenGLHardwareSelector
107
108 @par Online Examples:
109
110 @htmlonly
111
112 <div class="examplegrid">
113
114 <a href="https://kitware.github.io/vtk-examples/site/Cxx/Filtering/ExtractVisibleCells">
115 <div class="examplegrid_container">
116 <img src="/Kitware/vtk-examples/gh-pages/src/Testing/Baseline//Cxx/Filtering/TestExtractVisibleCells.png">
117 <div class="examplegrid_overlay">
118 <div class="examplegrid_text">ExtractVisibleCells</div>
119 </div>
120 </div>
121 </a>
122
123
124 <a href="https://kitware.github.io/vtk-examples/site/Cxx/Graphs/SelectedVerticesAndEdges">
125 <div class="examplegrid_container">
126 <img src="/Kitware/vtk-examples/gh-pages/src/Testing/Baseline//Cxx/Graphs/TestSelectedVerticesAndEdges.png">
127 <div class="examplegrid_overlay">
128 <div class="examplegrid_text">SelectedVerticesAndEdges</div>
129 </div>
130 </div>
131 </a>
132
133 </div>
134
135 @endhtmlonly
136 */
137
138#ifndef vtkHardwareSelector_h
139#define vtkHardwareSelector_h
140
141#include "vtkObject.h"
142#include "vtkRenderingCoreModule.h" // For export macro
143
144#include <string> // for std::string
145
146class vtkRenderer;
147class vtkRenderWindow;
148class vtkSelection;
149class vtkProp;
150class vtkTextureObject;
151
152class VTKRENDERINGCORE_EXPORT vtkHardwareSelector : public vtkObject
153{
154public:
156
160 {
161 bool Valid;
165 unsigned int CompositeID;
168 : Valid(false)
169 , ProcessID(-1)
170 , PropID(-1)
171 , Prop(nullptr)
172 , CompositeID(0)
173 , AttributeID(-1)
174 {
175 }
176 };
178
179public:
182 void PrintSelf(ostream& os, vtkIndent indent) override;
183
185
188 virtual void SetRenderer(vtkRenderer*);
189 vtkGetObjectMacro(Renderer, vtkRenderer);
191
193
196 vtkSetVector4Macro(Area, unsigned int);
197 vtkGetVector4Macro(Area, unsigned int);
199
201
211 vtkSetMacro(FieldAssociation, int);
212 vtkGetMacro(FieldAssociation, int);
214
216
221 vtkSetMacro(UseProcessIdFromData, bool);
222 vtkGetMacro(UseProcessIdFromData, bool);
224
230
232
245 virtual bool CaptureBuffers();
246 PixelInformation GetPixelInformation(const unsigned int display_position[2])
247 {
248 return this->GetPixelInformation(display_position, 0);
249 }
250 PixelInformation GetPixelInformation(const unsigned int display_position[2], int maxDist)
251 {
252 unsigned int temp[2];
253 return this->GetPixelInformation(display_position, maxDist, temp);
254 }
256 const unsigned int display_position[2], int maxDist, unsigned int selected_position[2]);
257 void ClearBuffers() { this->ReleasePixBuffers(); }
258 // raw is before processing
259 unsigned char* GetRawPixelBuffer(int passNo) { return this->RawPixBuffer[passNo]; }
260 unsigned char* GetPixelBuffer(int passNo) { return this->PixBuffer[passNo]; }
262
267 virtual void RenderCompositeIndex(unsigned int index);
268
270
276 virtual void UpdateMaximumCellId(vtkIdType attribid);
277 virtual void UpdateMaximumPointId(vtkIdType attribid);
279
284 virtual void RenderProcessId(unsigned int processid);
285
290 int Render(vtkRenderer* renderer, vtkProp** propArray, int propArrayCount);
291
293
297 vtkGetMacro(ActorPassOnly, bool);
298 vtkSetMacro(ActorPassOnly, bool);
300
302
308 vtkGetMacro(CaptureZValues, bool);
309 vtkSetMacro(CaptureZValues, bool);
311
313
316 virtual void BeginRenderProp();
317 virtual void EndRenderProp();
319
321
325 vtkSetMacro(ProcessID, int);
326 vtkGetMacro(ProcessID, int);
328
330
333 vtkGetVector3Macro(PropColorValue, float);
334 vtkSetVector3Macro(PropColorValue, float);
337
339
342 vtkGetMacro(CurrentPass, int);
344
353 virtual vtkSelection* GenerateSelection() { return GenerateSelection(this->Area); }
354 virtual vtkSelection* GenerateSelection(unsigned int r[4])
355 {
356 return GenerateSelection(r[0], r[1], r[2], r[3]);
357 }
359 unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2);
360
367 virtual vtkSelection* GeneratePolygonSelection(int* polygonPoints, vtkIdType count);
368
374
375 // it is very critical that these passes happen in the right order
376 // this is because of two complexities
377 //
378 // Compositing engines such as iceT send each pass as it
379 // renders. This means
380 //
381 // Mappers use point Ids or cell Id to update the process
382 // and composite ids. So the point and cell id passes
383 // have to happen before the last process and compoite
384 // passes respectively
385 //
386 //
388 {
389 // always must be first so that the prop IDs are set
391 // must always be second for composite mapper
393
395 POINT_ID_HIGH24, // if needed
396 PROCESS_PASS, // must be after point id pass
397
399 CELL_ID_HIGH24, // if needed
400
401 MAX_KNOWN_PASS = CELL_ID_HIGH24,
402 MIN_KNOWN_PASS = ACTOR_PASS
403 };
404
409
410 static void Convert(vtkIdType id, float tcoord[3])
411 {
412 tcoord[0] = static_cast<float>((id & 0xff) / 255.0);
413 tcoord[1] = static_cast<float>(((id & 0xff00) >> 8) / 255.0);
414 tcoord[2] = static_cast<float>(((id & 0xff0000) >> 16) / 255.0);
415 }
416
417 // grab the pixel buffer and save it
418 // typically called internally
419 virtual void SavePixelBuffer(int passNo);
420
421 // does the selection process have high cell data
422 // requiring a high24 pass
424
425 // does the selection process have high point data
426 // requiring a high24 pass
428
429protected:
432
433 // Used to notify subclasses when a capture pass is occurring.
434 virtual void PreCapturePass(int pass) { (void)pass; }
435 virtual void PostCapturePass(int pass) { (void)pass; }
436
437 // Called internally before and after each prop is rendered
438 // for device specific configuration/preparation etc.
440 virtual void EndRenderProp(vtkRenderWindow*) = 0;
441
442 double GetZValue(int propid);
443
444 int Convert(unsigned long offset, unsigned char* pb)
445 {
446 if (!pb)
447 {
448 return 0;
449 }
450 offset = offset * 3;
451 unsigned char rgb[3];
452 rgb[0] = pb[offset];
453 rgb[1] = pb[offset + 1];
454 rgb[2] = pb[offset + 2];
455 int val = 0;
456 val |= rgb[2];
457 val = val << 8;
458 val |= rgb[1];
459 val = val << 8;
460 val |= rgb[0];
461 return val;
462 }
463
465
468 int Convert(unsigned int pos[2], unsigned char* pb) { return this->Convert(pos[0], pos[1], pb); }
469 int Convert(int xx, int yy, unsigned char* pb)
470 {
471 if (!pb)
472 {
473 return 0;
474 }
475 int offset = (yy * static_cast<int>(this->Area[2] - this->Area[0] + 1) + xx) * 3;
476 unsigned char rgb[3];
477 rgb[0] = pb[offset];
478 rgb[1] = pb[offset + 1];
479 rgb[2] = pb[offset + 2];
480 int val = 0;
481 val |= rgb[2];
482 val = val << 8;
483 val |= rgb[1];
484 val = val << 8;
485 val |= rgb[0];
486 return val;
487 }
489
490 vtkIdType GetID(int low24, int mid24, int high16)
491 {
492 vtkIdType val = 0;
493 val |= high16;
494 val = val << 24;
495 val |= mid24;
496 val = val << 24;
497 val |= low24;
498 return val;
499 }
500
504 virtual bool PassRequired(int pass);
505
511 bool IsPropHit(int propid);
512
516 virtual int GetPropID(int idx, vtkProp* vtkNotUsed(prop)) { return idx; }
517
518 virtual void BeginSelection();
519 virtual void EndSelection();
520
521 virtual void ProcessPixelBuffers();
522 void BuildPropHitList(unsigned char* rgbData);
523
525
530 unsigned int Area[4];
536
537 // At most 10 passes.
538 unsigned char* PixBuffer[10];
539 unsigned char* RawPixBuffer[10];
545 float PropColorValue[3];
546
548
550
551private:
553 void operator=(const vtkHardwareSelector&) = delete;
554
555 class vtkInternals;
556 vtkInternals* Internals;
557};
558
559#endif
int Convert(unsigned long offset, unsigned char *pb)
vtkIdType MaximumCellId
Clears all pixel buffers.
virtual void BeginRenderProp()
Called by the mapper before and after rendering each prop.
virtual vtkSelection * GenerateSelection(unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2)
virtual void UpdateMaximumPointId(vtkIdType attribid)
Called by any vtkMapper or vtkProp subclass to indicate the maximum cell or point attribute ID it use...
virtual void SavePixelBuffer(int passNo)
virtual void EndRenderProp(vtkRenderWindow *)=0
vtkRenderer * Renderer
Clears all pixel buffers.
virtual void EndRenderProp()
Called by the mapper before and after rendering each prop.
unsigned char * GetRawPixelBuffer(int passNo)
It is possible to use the vtkHardwareSelector for a custom picking.
virtual void SetRenderer(vtkRenderer *)
Get/Set the renderer to perform the selection on.
PixelInformation GetPixelInformation(const unsigned int display_position[2], int maxDist)
It is possible to use the vtkHardwareSelector for a custom picking.
vtkIdType GetID(int low24, int mid24, int high16)
virtual void ProcessPixelBuffers()
vtkSelection * Select()
Perform the selection.
virtual vtkSelection * GenerateSelection()
Generates the vtkSelection from pixel buffers.
virtual vtkSelection * GenerateSelection(unsigned int r[4])
vtkIdType MaximumPointId
Clears all pixel buffers.
int FieldAssociation
Clears all pixel buffers.
static vtkHardwareSelector * New()
~vtkHardwareSelector() override
void ReleasePixBuffers()
Clears all pixel buffers.
virtual vtkSelection * GeneratePolygonSelection(int *polygonPoints, vtkIdType count)
Generates the vtkSelection from pixel buffers.
virtual void BeginSelection()
virtual void UpdateMaximumCellId(vtkIdType attribid)
Called by any vtkMapper or vtkProp subclass to indicate the maximum cell or point attribute ID it use...
virtual void PreCapturePass(int pass)
virtual bool PassRequired(int pass)
Returns is the pass indicated is needed.
int Convert(int xx, int yy, unsigned char *pb)
pos must be relative to the lower-left corner of this->Area.
virtual void PostCapturePass(int pass)
bool UseProcessIdFromData
Clears all pixel buffers.
bool IsPropHit(int propid)
After the ACTOR_PASS this return true or false depending upon whether the prop was hit in the ACTOR_P...
void SetPropColorValue(vtkIdType val)
Get/Set the color to be used by the prop when drawing.
std::string PassTypeToString(PassTypes type)
Convert a PassTypes enum value to a human readable string.
virtual int GetPropID(int idx, vtkProp *vtkNotUsed(prop))
Return a unique ID for the prop.
int Render(vtkRenderer *renderer, vtkProp **propArray, int propArrayCount)
Called by vtkRenderer to render the selection pass.
void BuildPropHitList(unsigned char *rgbData)
static void Convert(vtkIdType id, float tcoord[3])
int Convert(unsigned int pos[2], unsigned char *pb)
pos must be relative to the lower-left corner of this->Area.
PixelInformation GetPixelInformation(const unsigned int display_position[2])
It is possible to use the vtkHardwareSelector for a custom picking.
virtual void RenderCompositeIndex(unsigned int index)
Called by any vtkMapper or vtkProp subclass to render a composite-index.
virtual void EndSelection()
virtual void BeginRenderProp(vtkRenderWindow *)=0
double GetZValue(int propid)
void ClearBuffers()
It is possible to use the vtkHardwareSelector for a custom picking.
PixelInformation GetPixelInformation(const unsigned int display_position[2], int maxDist, unsigned int selected_position[2])
It is possible to use the vtkHardwareSelector for a custom picking.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
unsigned char * GetPixelBuffer(int passNo)
It is possible to use the vtkHardwareSelector for a custom picking.
vtkProp * GetPropFromID(int id)
returns the prop associated with a ID.
virtual bool CaptureBuffers()
It is possible to use the vtkHardwareSelector for a custom picking.
virtual void RenderProcessId(unsigned int processid)
Called by any vtkMapper or subclass to render process id.
a simple class to control print indentation
Definition: vtkIndent.h:113
abstract base class for most VTK objects
Definition: vtkObject.h:73
abstract superclass for all actors, volumes and annotations
Definition: vtkProp.h:67
create a window for renderers to draw into
abstract specification for renderers
Definition: vtkRenderer.h:173
data object that represents a "selection" in VTK.
Definition: vtkSelection.h:163
abstracts an OpenGL texture object.
@ type
Definition: vtkX3D.h:522
@ index
Definition: vtkX3D.h:252
@ offset
Definition: vtkX3D.h:444
@ string
Definition: vtkX3D.h:496
Struct used to return information about a pixel location.
int vtkIdType
Definition: vtkType.h:332
#define VTK_NEWINSTANCE