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 </div>
114
115 @endhtmlonly
116 */
117
118#ifndef vtkHardwareSelector_h
119#define vtkHardwareSelector_h
120
121#include "vtkObject.h"
122#include "vtkRenderingCoreModule.h" // For export macro
123
124#include <string> // for std::string
125
126class vtkRenderer;
127class vtkRenderWindow;
128class vtkSelection;
129class vtkProp;
130class vtkTextureObject;
131
132class VTKRENDERINGCORE_EXPORT vtkHardwareSelector : public vtkObject
133{
134public:
136
140 {
141 bool Valid;
145 unsigned int CompositeID;
148 : Valid(false)
149 , ProcessID(-1)
150 , PropID(-1)
151 , Prop(nullptr)
152 , CompositeID(0)
153 , AttributeID(-1)
154 {
155 }
156 };
158
159public:
162 void PrintSelf(ostream& os, vtkIndent indent) override;
163
165
168 virtual void SetRenderer(vtkRenderer*);
169 vtkGetObjectMacro(Renderer, vtkRenderer);
171
173
176 vtkSetVector4Macro(Area, unsigned int);
177 vtkGetVector4Macro(Area, unsigned int);
179
181
191 vtkSetMacro(FieldAssociation, int);
192 vtkGetMacro(FieldAssociation, int);
194
196
201 vtkSetMacro(UseProcessIdFromData, bool);
202 vtkGetMacro(UseProcessIdFromData, bool);
204
210
212
225 virtual bool CaptureBuffers();
226 PixelInformation GetPixelInformation(const unsigned int display_position[2])
227 {
228 return this->GetPixelInformation(display_position, 0);
229 }
230 PixelInformation GetPixelInformation(const unsigned int display_position[2], int maxDist)
231 {
232 unsigned int temp[2];
233 return this->GetPixelInformation(display_position, maxDist, temp);
234 }
236 const unsigned int display_position[2], int maxDist, unsigned int selected_position[2]);
237 void ClearBuffers() { this->ReleasePixBuffers(); }
238 // raw is before processing
239 unsigned char* GetRawPixelBuffer(int passNo) { return this->RawPixBuffer[passNo]; }
240 unsigned char* GetPixelBuffer(int passNo) { return this->PixBuffer[passNo]; }
242
247 virtual void RenderCompositeIndex(unsigned int index);
248
250
256 virtual void UpdateMaximumCellId(vtkIdType attribid);
257 virtual void UpdateMaximumPointId(vtkIdType attribid);
259
264 virtual void RenderProcessId(unsigned int processid);
265
270 int Render(vtkRenderer* renderer, vtkProp** propArray, int propArrayCount);
271
273
277 vtkGetMacro(ActorPassOnly, bool);
278 vtkSetMacro(ActorPassOnly, bool);
280
282
288 vtkGetMacro(CaptureZValues, bool);
289 vtkSetMacro(CaptureZValues, bool);
291
293
296 virtual void BeginRenderProp();
297 virtual void EndRenderProp();
299
301
305 vtkSetMacro(ProcessID, int);
306 vtkGetMacro(ProcessID, int);
308
310
313 vtkGetVector3Macro(PropColorValue, float);
314 vtkSetVector3Macro(PropColorValue, float);
317
319
322 vtkGetMacro(CurrentPass, int);
324
333 virtual vtkSelection* GenerateSelection() { return GenerateSelection(this->Area); }
334 virtual vtkSelection* GenerateSelection(unsigned int r[4])
335 {
336 return GenerateSelection(r[0], r[1], r[2], r[3]);
337 }
339 unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2);
340
347 virtual vtkSelection* GeneratePolygonSelection(int* polygonPoints, vtkIdType count);
348
354
355 // it is very critical that these passes happen in the right order
356 // this is because of two complexities
357 //
358 // Compositing engines such as iceT send each pass as it
359 // renders. This means
360 //
361 // Mappers use point Ids or cell Id to update the process
362 // and composite ids. So the point and cell id passes
363 // have to happen before the last process and compoite
364 // passes respectively
365 //
366 //
368 {
369 // always must be first so that the prop IDs are set
371 // must always be second for composite mapper
373
375 POINT_ID_HIGH24, // if needed
376 PROCESS_PASS, // must be after point id pass
377
379 CELL_ID_HIGH24, // if needed
380
381 MAX_KNOWN_PASS = CELL_ID_HIGH24,
382 MIN_KNOWN_PASS = ACTOR_PASS
383 };
384
389
390 static void Convert(vtkIdType id, float tcoord[3])
391 {
392 tcoord[0] = static_cast<float>((id & 0xff) / 255.0);
393 tcoord[1] = static_cast<float>(((id & 0xff00) >> 8) / 255.0);
394 tcoord[2] = static_cast<float>(((id & 0xff0000) >> 16) / 255.0);
395 }
396
397 // grab the pixel buffer and save it
398 // typically called internally
399 virtual void SavePixelBuffer(int passNo);
400
401 // does the selection process have high cell data
402 // requiring a high24 pass
404
405 // does the selection process have high point data
406 // requiring a high24 pass
408
409protected:
412
413 // Used to notify subclasses when a capture pass is occurring.
414 virtual void PreCapturePass(int pass) { (void)pass; }
415 virtual void PostCapturePass(int pass) { (void)pass; }
416
417 // Called internally before and after each prop is rendered
418 // for device specific configuration/preparation etc.
420 virtual void EndRenderProp(vtkRenderWindow*) = 0;
421
422 double GetZValue(int propid);
423
424 int Convert(unsigned long offset, unsigned char* pb)
425 {
426 if (!pb)
427 {
428 return 0;
429 }
430 offset = offset * 3;
431 unsigned char rgb[3];
432 rgb[0] = pb[offset];
433 rgb[1] = pb[offset + 1];
434 rgb[2] = pb[offset + 2];
435 int val = 0;
436 val |= rgb[2];
437 val = val << 8;
438 val |= rgb[1];
439 val = val << 8;
440 val |= rgb[0];
441 return val;
442 }
443
445
448 int Convert(unsigned int pos[2], unsigned char* pb) { return this->Convert(pos[0], pos[1], pb); }
449 int Convert(int xx, int yy, unsigned char* pb)
450 {
451 if (!pb)
452 {
453 return 0;
454 }
455 int offset = (yy * static_cast<int>(this->Area[2] - this->Area[0] + 1) + xx) * 3;
456 unsigned char rgb[3];
457 rgb[0] = pb[offset];
458 rgb[1] = pb[offset + 1];
459 rgb[2] = pb[offset + 2];
460 int val = 0;
461 val |= rgb[2];
462 val = val << 8;
463 val |= rgb[1];
464 val = val << 8;
465 val |= rgb[0];
466 return val;
467 }
469
470 vtkIdType GetID(int low24, int mid24, int high16)
471 {
472 vtkIdType val = 0;
473 val |= high16;
474 val = val << 24;
475 val |= mid24;
476 val = val << 24;
477 val |= low24;
478 return val;
479 }
480
484 virtual bool PassRequired(int pass);
485
491 bool IsPropHit(int propid);
492
496 virtual int GetPropID(int idx, vtkProp* vtkNotUsed(prop)) { return idx; }
497
498 virtual void BeginSelection();
499 virtual void EndSelection();
500
501 virtual void ProcessPixelBuffers();
502 void BuildPropHitList(unsigned char* rgbData);
503
505
510 unsigned int Area[4];
516
517 // At most 10 passes.
518 unsigned char* PixBuffer[10];
519 unsigned char* RawPixBuffer[10];
525 float PropColorValue[3];
526
528
530
531private:
533 void operator=(const vtkHardwareSelector&) = delete;
534
535 class vtkInternals;
536 vtkInternals* Internals;
537};
538
539#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:43
abstract base class for most VTK objects
Definition: vtkObject.h:63
abstract superclass for all actors, volumes and annotations
Definition: vtkProp.h:57
create a window for renderers to draw into
abstract specification for renderers
Definition: vtkRenderer.h:73
data object that represents a "selection" in VTK.
Definition: vtkSelection.h:63
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