vtkMapper is an abstract class to specify interface between data and graphics primitives. Subclasses of vtkMapper map data through a lookuptable and control the creation of rendering primitives that interface to the graphics library. The mapping can be controlled by supplying a lookup table and specifying a scalar range to map data through.
There are several important control mechanisms affecting the behavior of this object. The ScalarVisibility flag controls whether scalar data (if any) controls the color of the associated actor(s) that refer to the mapper. The ScalarMode ivar is used to determine whether scalar point data or cell data is used to color the object. By default, point data scalars are used unless there are none, then cell scalars are used. Or you can explicitly control whether to use point or cell scalar data. Finally, the mapping of scalars through the lookup table varies depending on the setting of the ColorMode flag. See the documentation for the appropriate methods for an explanation.
Another important feature of this class is whether to use immediate mode rendering (ImmediateModeRenderingOn) or display list rendering (ImmediateModeRenderingOff). If display lists are used, a data structure is constructed (generally in the rendering library) which can then be rapidly traversed and rendered by the rendering library. The disadvantage of display lists is that they require additional memory which may affect the performance of the system.
Another important feature of the mapper is the ability to shift the Z-buffer to resolve coincident topology. For example, if you’d like to draw a mesh with some edges a different color, and the edges lie on the mesh, this feature can be useful to get nice looking lines. (See the ResolveCoincidentTopology-related methods.)
lookupTable
Set/Get a lookup table for the mapper to use.
createDefaultLookupTable()
Create default lookup table. Generally used to create one when none is available with the scalar data.
scalarVisibility (get/set)
Turn on/off flag to control whether scalar data is used to color objects.
static (get/set)
Turn on/off flag to control whether the mapper’s data is static. Static data means that the mapper does not propagate updates down the pipeline, greatly decreasing the time it takes to update many mappers. This should only be used if the data never changes.
colorMode
Description: Control how the scalar data is mapped to colors. By default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the SelectColorArray() method.)
By default, vertex color is used to map colors to a surface. Colors are interpolated after being mapped. This option avoids color interpolation by using a one dimensional texture map for the colors.
useLookupTableScalarRange
Control whether the mapper sets the lookuptable range based on its own ScalarRange, or whether it will use the LookupTable ScalarRange regardless of it’s own setting. By default the Mapper is allowed to set the LookupTable range, but users who are sharing LookupTables between mappers/actors will probably wish to force the mapper to use the LookupTable unchanged.
scalarRange
Specify range in terms of scalar minimum and maximum (smin,smax). These values are used to map scalars into lookup table. Has no effect when UseLookupTableScalarRange is true.
scalarMode
Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectColorArray before you call GetColors.
When ScalarMode is set to use Field Data (ScalarModeToFieldData), you must call SelectColorArray to choose the field data array to be used to color cells. In this mode, the default behavior is to treat the field data tuples as being associated with cells. If the poly data contains triangle strips, the array is expected to contain the cell data for each mini-cell formed by any triangle strips in the poly data as opposed to treating them as a single tuple that applies to the entire strip. This mode can also be used to color the entire poly data by a single color obtained by mapping the tuple at a given index in the field data array through the color map. Use SetFieldDataTupleId() to specify the tuple index.
When ScalarMode is set to UsePointFieldData or UseCellFieldData, you can specify which array to use for coloring using these methods. The lookup table will decide how to convert vectors to colors.
fieldDataTupleId
When ScalarMode is set to UseFieldData, set the index of the tuple by which to color the entire data set. By default, the index is -1, which means to treat the field data array selected with SelectColorArray as having a scalar value for each cell. Indices of 0 or higher mean to use the tuple at the given index for coloring the entire data set.
colorByArrayName
Set/Get the array name to color by.
resolveCoincidentTopology (STATIC)
Set/Get a global flag that controls whether coincident topology (e.g., a line on top of a polygon) is shifted to avoid Z-buffer resolution (and hence rendering problems). If not off, there are two methods to choose from. PolygonOffset uses graphics systems calls to shift polygons, but does not distinguish vertices and lines from one another. ShiftZBuffer remaps the Z-buffer to distinguish vertices, lines, and polygons, but does not always produce acceptable results. If you use the ShiftZBuffer approach, you may also want to set the ResolveCoincidentTopologyZShift value. (Note: not all mappers/graphics systems implement this functionality.)
Used to set the point offset value Used when ResolveCoincidentTopology is set to PolygonOffset. These are global variables.
Mapper.setResolveCoincidentTopologyPointOffsetParameter(factor, unit) Mapper.getResolveCoincidentTopologyPointOffsetParameter() => { factor, unit }
relativeCoincidentTopologyPointOffsetParameter
Used to set the point offset value relative to the global Used when ResolveCoincidentTopology is set to PolygonOffset. (factor is ignored but kept for concistency)
instance.setRelativeCoincidentTopologyPointOffsetParameters(factor, unit) instance.getRelativeCoincidentTopologyPointOffsetParameters() => { factor, unit }
getCoincidentTopologyPolygonOffsetParameters() => { factor, units }
Get the net parameters for handling coincident topology obtained by summing the global values with the relative values.
getCoincidentTopologyLineOffsetParameters() => { factor, units }
Get the net parameters for handling coincident topology obtained by summing the global values with the relative values.
getCoincidentTopologyPointOffsetParameter() => { factor, units }
Get the net parameters for handling coincident topology obtained by summing the global values with the relative values.
resolveCoincidentTopologyPolygonOffsetFaces
Used when ResolveCoincidentTopology is set to PolygonOffset. The polygon offset can be applied either to the solid polygonal faces or the lines/vertices. When set (default), the offset is applied to the faces otherwise it is applied to lines and vertices. This is a global variable.
getBounds() : Array(6)
Return bounding box (array of six doubles) of data expressed as (xmin,xmax, ymin,ymax, zmin,zmax).
renderTime (set/get)
This instance variable is used by vtkLODActor to determine which mapper to use. It is an estimate of the time necessary to render. Setting the render time does not modify the mapper.
mapScalars(input, alpha) => { rgba, cellFlag }
Map the scalars (if there are any scalars and ScalarVisibility is on) through the lookup table, returning an unsigned char RGBA array. This is typically done as part of the rendering process. The alpha parameter allows the blending of the scalars with an additional alpha (typically which comes from a vtkActor, etc.)
Returns if the mapper does not expect to have translucent geometry. This may happen when using ColorMode is set to not map scalars i.e. render the scalar array directly as colors and the scalar array has opacity i.e. alpha component. Default implementation simply returns true. Note that even if this method returns true, an actor may treat the geometry as translucent since a constant translucency is set on the property, for example.
canUseTextureMapForColoring(input)
Returns if we can use texture maps for scalar coloring. Note this doesn’t say we “will” use scalar coloring. It says, if we do use scalar coloring, we will use a texture. When rendering multiblock datasets, if any 2 blocks provide different lookup tables for the scalars, then also we cannot use textures. This case can be handled if required.
clearColorArrays()
Call to force a rebuild of color result arrays on next MapScalars. Necessary when using arrays in the case of multiblock data.
getColorMapColors() : Uint8Array()
Provide read access to the color array.
getColorCoordinates() : Float32Array()
Provide read access to the color texture coordinate array
getColorTextureMap() : ?? ImageData ??
Provide read access to the color texture array
viewSpecificProperties
If you want to provide specific properties for rendering engines you can use viewSpecificProperties.
You can go and have a look in the rendering backend of your choice for details on specific properties. For example, for OpenGL/WebGL see OpenGL/PolyDataMapper/api.md If there is no details, viewSpecificProperties is not supported.
if (!model.useLookupTableScalarRange) { publicAPI .getLookupTable() .setRange(model.scalarRange[0], model.scalarRange[1]); }
// Decide between texture color or vertex color. // Cell data always uses vertex color. // Only point data can use both texture and vertex coloring. if (publicAPI.canUseTextureMapForColoring(input)) { publicAPI.mapScalarsToTexture(scalars, alpha); return; }
const lut = publicAPI.getLookupTable(); if (lut) { // Ensure that the lookup table is built lut.build(); model.colorMapColors = lut.mapScalars(scalars, model.colorMode, -1); } };
//----------------------------------------------------------------------------- publicAPI.scalarToTextureCoordinate = ( scalarValue, // Input scalar rangeMin, // range[0] invRangeWidth ) => { // 1/(range[1]-range[0]) let texCoordS = 0.5; // Scalar value is arbitrary when NaN let texCoordT = 1.0; // 1.0 in t coordinate means NaN if (!vtkMath.isNan(scalarValue)) { // 0.0 in t coordinate means not NaN. So why am I setting it to 0.49? // Because when you are mapping scalars and you have a NaN adjacent to // anything else, the interpolation everywhere should be NaN. Thus, I // want the NaN color everywhere except right on the non-NaN neighbors. // To simulate this, I set the t coord for the real numbers close to // the threshold so that the interpolation almost immediately looks up // the NaN value. texCoordT = 0.49;
// Some implementations apparently don't handle relatively large // numbers (compared to the range [0.0, 1.0]) very well. In fact, // values above 1122.0f appear to cause texture wrap-around on // some systems even when edge clamping is enabled. Why 1122.0f? I // don't know. For safety, we'll clamp at +/- 1000. This will // result in incorrect images when the texture value should be // above or below 1000, but I don't have a better solution. if (texCoordS > 1000.0) { texCoordS = 1000.0; } elseif (texCoordS < -1000.0) { texCoordS = -1000.0; } } return { texCoordS, texCoordT }; };
//----------------------------------------------------------------------------- publicAPI.createColorTextureCoordinates = ( input, output, numScalars, numComps, component, range, tableRange, tableNumberOfColors, useLogScale ) => { // We have to change the range used for computing texture // coordinates slightly to accommodate the special above- and // below-range colors that are the first and last texels, // respectively. const scalarTexelWidth = (range[1] - range[0]) / tableNumberOfColors;
let count = 0; let outputCount = 0; if (component < 0 || component >= numComps) { for (let scalarIdx = 0; scalarIdx < numScalars; ++scalarIdx) { let sum = 0; for (let compIdx = 0; compIdx < numComps; ++compIdx) { sum += inputV[count] * inputV[count]; count++; } let magnitude = Math.sqrt(sum); if (useLogScale) { magnitude = vtkLookupTable.applyLogScale( magnitude, tableRange, range ); } const outputs = publicAPI.scalarToTextureCoordinate( magnitude, paddedRange[0], invRangeWidth ); outputV[outputCount] = outputs.texCoordS; outputV[outputCount + 1] = outputs.texCoordT; outputCount += 2; } } else { count += component; for (let scalarIdx = 0; scalarIdx < numScalars; ++scalarIdx) { let inputValue = inputV[count]; if (useLogScale) { inputValue = vtkLookupTable.applyLogScale( inputValue, tableRange, range ); } const outputs = publicAPI.scalarToTextureCoordinate( inputValue, paddedRange[0], invRangeWidth ); outputV[outputCount] = outputs.texCoordS; outputV[outputCount + 1] = outputs.texCoordT; outputCount += 2; count += numComps; } } };
publicAPI.mapScalarsToTexture = (scalars, alpha) => { const range = model.lookupTable.getRange(); const useLogScale = model.lookupTable.usingLogScale(); if (useLogScale) { // convert range to log. vtkLookupTable.getLogRange(range, range); }
const origAlpha = model.lookupTable.getAlpha();
// Get rid of vertex color array. Only texture or vertex coloring // can be active at one time. The existence of the array is the // signal to use that technique. model.colorMapColors = null;
// If the lookup table has changed, then recreate the color texture map. // Set a new lookup table changes this->MTime. if ( model.colorTextureMap == null || publicAPI.getMTime() > model.colorTextureMap.getMTime() || model.lookupTable.getMTime() > model.colorTextureMap.getMTime() || model.lookupTable.getAlpha() !== alpha ) { model.lookupTable.setAlpha(alpha); model.colorTextureMap = null;
// Get the texture map from the lookup table. // Create a dummy ramp of scalars. // In the future, we could extend vtkScalarsToColors. model.lookupTable.build(); let numberOfColors = model.lookupTable.getNumberOfAvailableColors(); if (numberOfColors > 4094) { numberOfColors = 4094; } numberOfColors += 2; const k = (range[1] - range[0]) / (numberOfColors - 1 - 2);
for (let i = 0; i < numberOfColors; ++i) { newArray[i] = range[0] + i * k - k; // minus k to start at below range color if (useLogScale) { newArray[i] = 10.0 ** newArray[i]; } } // Dimension on NaN. for (let i = 0; i < numberOfColors; ++i) { newArray[i + numberOfColors] = NaN; }
// Create new coordinates if necessary. // Need to compare lookup table in case the range has changed. if ( !model.colorCoordinates || publicAPI.getMTime() > model.colorCoordinates.getMTime() || publicAPI.getInputData(0).getMTime() > model.colorCoordinates.getMTime() || model.lookupTable.getMTime() > model.colorCoordinates.getMTime() ) { // Get rid of old colors model.colorCoordinates = null;
// Now create the color texture coordinates. const numComps = scalars.getNumberOfComponents(); const num = scalars.getNumberOfTuples();
let scalarComponent = model.lookupTable.getVectorComponent(); // Although I like the feature of applying magnitude to single component // scalars, it is not how the old MapScalars for vertex coloring works. if ( model.lookupTable.getVectorMode() === VectorMode.MAGNITUDE && scalars.getNumberOfComponents() > 1 ) { scalarComponent = -1; }
publicAPI.getIsOpaque = () => { const lut = publicAPI.getLookupTable(); if (lut) { // Ensure that the lookup table is built lut.build(); return lut.isOpaque(); } returntrue; };
publicAPI.canUseTextureMapForColoring = (input) => { if (!model.interpolateScalarsBeforeMapping) { returnfalse; // user doesn't want us to use texture maps at all. }
// index color does not use textures if (model.lookupTable && model.lookupTable.getIndexedLookup()) { returnfalse; }