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Paraview与VTK学习笔记(五)

2015-03-26 16:38 387 查看
上一节最后执行到:

this->GetRenderWindow()->Render();
也就是执行到了vtkRenderWindow::Render()了,我们可以看到这个函数是告诉这个RenderWindow下的每一个renderer去渲染他的图像,并且保持进程同步

// Ask each renderer owned by this RenderWindow to render its image and
// synchronize this process
void vtkRenderWindow::Render()
{
int *size;
int x,y;
float *p1;
// if we are in the middle of an abort check then return now
if (this->InAbortCheck)
{
return;
}

如果是在中止的中间过程,则check并且返回

// if we are in a render already from somewhere else abort now
if (this->InRender)
{
return;
}
如果从其他某个地方现在已经在渲染了,那么立即中止

// if SetSize has not yet been called (from a script, possible off
// screen use, other scenarios?) then call it here with reasonable
// default values
if (0 == this->Size[0] && 0 == this->Size[1])
{
this->SetSize(300, 300);
}
如果SetSize还没有被使用(通过一个脚本,或者关闭屏幕,或者其他情况),那么在这里调用它,并赋值默认值

// reset the Abort flag
this->AbortRender = 0;
this->InRender = 1;

vtkDebugMacro(<< "Starting Render Method.\n");
this->InvokeEvent(vtkCommand::StartEvent,NULL);

this->NeverRendered = 0;

if ( this->Interactor && ! this->Interactor->GetInitialized() )
{
this->Interactor->Initialize();
}
重置中止符号,开始渲染,设置InRender为1。调用开始事件。并且初始化关联器

// CAUTION:
// This method uses this->GetSize() and allocates buffers using that size.
// Remember that GetSize() will returns a size scaled by the TileScale factor.
// We should use GetActualSize() when we don't want the size to be scaled.

// if there is a reason for an AccumulationBuffer
if ( this->SubFrames || this->AAFrames || this->FDFrames)
{
// check the current size
size = this->GetSize();
unsigned int bufferSize = 3*size[0]*size[1];
// If there is not a buffer or the size is too small
// re-allocate it
if( !this->AccumulationBuffer
|| bufferSize > this->AccumulationBufferSize)
{
// it is OK to delete null, no sense in two if's
delete [] this->AccumulationBuffer;
// Save the size of the buffer
this->AccumulationBufferSize = 3*size[0]*size[1];
this->AccumulationBuffer = new float [this->AccumulationBufferSize];<span style="font-family: Arial, Helvetica, sans-serif;">memset(this->AccumulationBuffer,0,this->AccumulationBufferSize*sizeof(float));}}</span>
这个方法使用this->GetSize(),并且分配buffers从而使用这个size。这个GetSize()函数会根据TileScale调整比例。如果我们不希望这个size被调整,那么调用GetActualSize()。

上面这段代码我们可以看出,主要是为了确保AccumulationBuffer的正确性,如果过不存在或者比bufferSize小。则给它删除原有的,重新赋值并且分配空间。

// handle any sub frames
if (this->SubFrames)
{
// get the size
size = this->GetSize();

// draw the images
this->DoAARender();

// now accumulate the images
if ((!this->AAFrames) && (!this->FDFrames))
{
p1 = this->AccumulationBuffer;
unsigned char *p2;
unsigned char *p3;
if (this->ResultFrame)
{
p2 = this->ResultFrame;
}
else
{
p2 = this->GetPixelData(0,0,size[0]-1,size[1]-1,!this->DoubleBuffer);
}
p3 = p2;
for (y = 0; y < size[1]; y++)
{
for (x = 0; x < size[0]; x++)
{
*p1 += *p2; p1++; p2++;
*p1 += *p2; p1++; p2++;
*p1 += *p2; p1++; p2++;
}
}
delete [] p3;
}
控制子窗口,首先获得size,然后画出图形。把图像集成起来,如果当前window不是AAFrames且不是FDFrames。

// if this is the last sub frame then convert back into unsigned char
this->CurrentSubFrame++;
if (this->CurrentSubFrame >= this->SubFrames)
{
double num;
unsigned char *p2 = new unsigned char [3*size[0]*size[1]];

num = this->SubFrames;
if (this->AAFrames)
{
num *= this->AAFrames;
}
if (this->FDFrames)
{
num *= this->FDFrames;
}

this->ResultFrame = p2;
p1 = this->AccumulationBuffer;
for (y = 0; y < size[1]; y++)
{
for (x = 0; x < size[0]; x++)
{
*p2 = static_cast<unsigned char>(*p1/num);
p1++;
p2++;
*p2 = static_cast<unsigned char>(*p1/num);
p1++;
p2++;
*p2 = static_cast<unsigned char>(*p1/num);
p1++;
p2++;
}
}

this->CurrentSubFrame = 0;
this->CopyResultFrame();
如果这是最后的子帧,那么重新转换成unsigned char。

// free any memory
delete [] this->AccumulationBuffer;
this->AccumulationBuffer = NULL;
}
}

释放内存

else // no subframes
{
// get the size
size = this->GetSize();

this->DoAARender();
// if we had some accumulation occur
if (this->AccumulationBuffer)
{
double num;
unsigned char *p2 = new unsigned char [3*size[0]*size[1]];

if (this->AAFrames)
{
num = this->AAFrames;
}
else
{
num = 1;
}
if (this->FDFrames)
{
num *= this->FDFrames;
}

this->ResultFrame = p2;
p1 = this->AccumulationBuffer;
for (y = 0; y < size[1]; y++)
{
for (x = 0; x < size[0]; x++)
{
*p2 = static_cast<unsigned char>(*p1/num);
p1++;
p2++;
*p2 = static_cast<unsigned char>(*p1/num);
p1++;
p2++;
*p2 = static_cast<unsigned char>(*p1/num);
p1++;
p2++;
}
}

delete [] this->AccumulationBuffer;
this->AccumulationBuffer = NULL;
}

this->CopyResultFrame();
}
如果没有子帧。则直接执行。

delete [] this->ResultFrame;
this->ResultFrame = NULL;

this->InRender = 0;
this->InvokeEvent(vtkCommand::EndEvent,NULL);
}
结束渲染事件。

我们可以看到上面真正渲染的代码是this->DoAARender()。那么我们继续分析这个函数

// Handle rendering any antialiased frames.
void vtkRenderWindow::DoAARender()
{
int i;

// handle any anti aliasing控制任何抗锯齿
if (this->AAFrames)
{
int *size;
int x,y;
float *p1;
vtkRenderer *aren;
vtkCamera *acam;
double *dpoint;
double offsets[2];
double origfocus[4];
double worldOffset[3];
这个函数显然我们可以看到,它是用来控制渲染抗锯齿帧的。

// get the size
size = this->GetSize();

origfocus[3] = 1.0;

for (i = 0; i < this->AAFrames; i++)
{
// jitter the cameras
offsets[0] = vtkMath::Random() - 0.5;
offsets[1] = vtkMath::Random() - 0.5;

vtkCollectionSimpleIterator rsit;
for (this->Renderers->InitTraversal(rsit);
(aren = this->Renderers->GetNextRenderer(rsit)); )
{
acam = aren->GetActiveCamera();


获得size,然后对于AA帧,抖动相机?

// calculate the amount to jitter
acam->GetFocalPoint(origfocus);
aren->SetWorldPoint(origfocus);
aren->WorldToDisplay();
dpoint = aren->GetDisplayPoint();
aren->SetDisplayPoint(dpoint[0] + offsets[0],
dpoint[1] + offsets[1],
dpoint[2]);
aren->DisplayToWorld();
dpoint = aren->GetWorldPoint();
dpoint[0] /= dpoint[3];
dpoint[1] /= dpoint[3];
dpoint[2] /= dpoint[3];
acam->SetFocalPoint(dpoint);

worldOffset[0] = dpoint[0] - origfocus[0];
worldOffset[1] = dpoint[1] - origfocus[1];
worldOffset[2] = dpoint[2] - origfocus[2];

acam->GetPosition(dpoint);
acam->SetPosition(dpoint[0]+worldOffset[0],
dpoint[1]+worldOffset[1],
dpoint[2]+worldOffset[2]);
}

// draw the images
this->DoFDRender();
计算抖动的值,然后继续渲染

// restore the jitter to normal
for (this->Renderers->InitTraversal(rsit);
(aren = this->Renderers->GetNextRenderer(rsit)); )
{
acam = aren->GetActiveCamera();

// calculate the amount to jitter
acam->GetFocalPoint(origfocus);
aren->SetWorldPoint(origfocus);
aren->WorldToDisplay();
dpoint = aren->GetDisplayPoint();
aren->SetDisplayPoint(dpoint[0] - offsets[0],
dpoint[1] - offsets[1],
dpoint[2]);
aren->DisplayToWorld();
dpoint = aren->GetWorldPoint();
dpoint[0] /= dpoint[3];
dpoint[1] /= dpoint[3];
dpoint[2] /= dpoint[3];
acam->SetFocalPoint(dpoint);

worldOffset[0] = dpoint[0] - origfocus[0];
worldOffset[1] = dpoint[1] - origfocus[1];
worldOffset[2] = dpoint[2] - origfocus[2];

acam->GetPosition(dpoint);
acam->SetPosition(dpoint[0]+worldOffset[0],
dpoint[1]+worldOffset[1],
dpoint[2]+worldOffset[2]);
}
然后把抖动恢复成正常值

// now accumulate the images
p1 = this->AccumulationBuffer;
if (!this->FDFrames)
{
unsigned char *p2;
unsigned char *p3;
if (this->ResultFrame)
{
p2 = this->ResultFrame;
}
else
{
p2 = this->GetPixelData(0,0,size[0]-1,size[1]-1,!this->DoubleBuffer);
}
p3 = p2;
for (y = 0; y < size[1]; y++)
{
for (x = 0; x < size[0]; x++)
{
*p1 += static_cast<float>(*p2);
p1++;
p2++;
*p1 += static_cast<float>(*p2);
p1++;
p2++;
*p1 += static_cast<float>(*p2);
p1++;
p2++;
}
}
delete [] p3;
}
}
}
然后再组装图像。

else
{
this->DoFDRender();
}
}
如果没有AA帧,就直接执行下一级渲染。

// Handle rendering any focal depth frames.
void vtkRenderWindow::DoFDRender()
{
int i;

// handle any focal depth
if (this->FDFrames)
{...this->DoStereoRender()....<span style="font-family: Arial, Helvetica, sans-serif;">}</span>
  else
    {
    this->DoStereoRender();
    }
这个函数是用来控制渲染所有焦点深度的帧的。其基本过程和上面一样。就没什么细说的,只是算法不一样。再看下一级渲染:

void vtkRenderWindow::DoStereoRender()
{
vtkCollectionSimpleIterator rsit;

this->Start();//初始化渲染进程
this->StereoUpdate();//更新整个系统,如果需要,还要控制立体渲染。对于一些立体方法,在这里子类需要选择硬件支持

if (this->StereoType != VTK_STEREO_RIGHT)
{ // render the left eye
vtkRenderer *aren;
for (this->Renderers->InitTraversal(rsit);
(aren = this->Renderers->GetNextRenderer(rsit)); )
{
首先渲染左眼。一个安全的方式通过集合去进行迭代,没一次传递相同的cookie值。这里定义一个for循环,对于每一个Render循环。

// Ugly piece of code - we need to know if the camera already
// exists or not. If it does not yet exist, we must reset the
// camera here - otherwise it will never be done (missing its
// oppportunity to be reset in the Render method of the
// vtkRenderer because it will already exist by that point...)
if ( !aren->IsActiveCameraCreated() )
{
aren->ResetCamera();
}
aren->GetActiveCamera()->SetLeftEye(1);
}
this->Renderers->Render();
}
我们需要知道相机是否已经存在。如果过不存在,我们需要reser它。否则我们把它设置为左眼使用。然后进行渲染。

if (this->StereoRender)
{
this->StereoMidpoint();
if (this->StereoType != VTK_STEREO_LEFT)
{ // render the right eye
vtkRenderer *aren;
for (this->Renderers->InitTraversal(rsit);
(aren = this->Renderers->GetNextRenderer(rsit)); )
{
// Duplicate the ugly code here too. Of course, most
// times the left eye will have been rendered before
// the right eye, but it is possible that the user sets
// everything up and renders just the right eye - so we
// need this check here too.
if ( !aren->IsActiveCameraCreated() )
{
aren->ResetCamera();
}
aren->GetActiveCamera()->SetLeftEye(0);
}
this->Renderers->Render();
}
this->StereoRenderComplete();
}

}
这段代码与上面基本一样,其实就是再渲染右眼,但中间有一个this->Steromidpoint(),这个方法使用来渲染从左眼到右眼的对参数的一些改变操作。

接下来,不论左眼右眼,我们都可以看到,它调用了this->Renders->Render();

Renders是vtkRendererCollection类的一个对象。

void vtkRendererCollection::Render()
{
vtkRenderer      *ren, *firstRen;
vtkRenderWindow  *renWin;
int               numLayers, i;

vtkCollectionSimpleIterator rsit;
this->InitTraversal(rsit);
firstRen = this->GetNextRenderer(rsit);
if (firstRen == NULL)
{
// We cannot determine the number of layers because there are no
// renderers.  No problem, just return.
return;
}
renWin = firstRen->GetRenderWindow();
numLayers = renWin->GetNumberOfLayers();

初始化rsit,然后获取第一个renderer。然后再获取RenderWindow和Layer的数量。

// Only have the renderers render from back to front.  This is necessary
// because transparent renderers clear the z-buffer before each render and
// then overlay their image.
for (i = 0; i < numLayers; i++)
{
for (this->InitTraversal(rsit); (ren = this->GetNextRenderer(rsit)); )
{
if (ren->GetLayer() == i)
{
ren->Render();
}
}
}
从后到前,对于每一层Layer,使每一个renderer渲染。

// Let the user know if they have put a renderer at an unused layer.
for (this->InitTraversal(rsit); (ren = this->GetNextRenderer(rsit)); )
{
if (ren->GetLayer() < 0 || ren->GetLayer() >= numLayers)
{
vtkErrorMacro(<< "Invalid layer for renderer: not rendered.");
}
}
}
报错,使用户知道他是否使一个renderer放到了不会用到的layer上。
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