SpatterShader
vtk-examples/Cxx/Shaders/SpatterShader
Question
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Code¶
SpatterShader.cxx
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkCleanPolyData.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkOpenGLPolyDataMapper.h>
#include <vtkPolyDataNormals.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkShaderProgram.h>
#include <vtkSmartPointer.h>
#include <vtkTransform.h>
#include <vtkTransformPolyDataFilter.h>
#include <vtkTriangleFilter.h>
#include <vtkVersion.h>
#include <vtksys/SystemTools.hxx>
#include <vtkBYUReader.h>
#include <vtkOBJReader.h>
#include <vtkPLYReader.h>
#include <vtkPolyDataReader.h>
#include <vtkSTLReader.h>
#include <vtkSphereSource.h>
#include <vtkXMLPolyDataReader.h>
#if VTK_VERSION_NUMBER >= 89000000000ULL
#define USE_SHADER_PROPERTIES 1
#include <vtkShaderProperty.h>
#endif
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
namespace {
// -----------------------------------------------------------------------
// Update uniform variables in the shader for each render. We do this with a
// callback for the UpdateShaderEvent
class ShaderCallback : public vtkCommand
{
public:
static ShaderCallback* New()
{
return new ShaderCallback;
}
vtkRenderer* Renderer;
float specksize;
int sizes;
float basecolor[3];
float spattercolor[3];
void Execute(vtkObject*, unsigned long, void* calldata) override
{
vtkShaderProgram* program = reinterpret_cast<vtkShaderProgram*>(calldata);
if (program)
{
program->SetUniformf("specksize", specksize);
program->SetUniformi("sizes", sizes);
program->SetUniform3f("basecolor", basecolor);
program->SetUniform3f("spattercolor", spattercolor);
}
}
void Print(std::ostream& os)
{
os << "specksize: " << specksize << std::endl;
os << "sizes: " << sizes << std::endl;
os << "basecolor: " << basecolor[0] << ", " << basecolor[1] << ", "
<< basecolor[2] << std::endl;
os << "spattercolor: " << spattercolor[0] << ", " << spattercolor[1] << ", "
<< spattercolor[2] << std::endl;
}
ShaderCallback()
{
this->Renderer = nullptr;
// size of the smallest paint specks
this->specksize = .05;
// number of different sizes of paint specks (each doubles the previous
// size)
this->sizes = 3;
// the background color on which to spatter paint
this->basecolor[0] = this->basecolor[1] = this->basecolor[2] = .7;
// the color of the paint spatters
this->spattercolor[0] = this->spattercolor[1] = this->spattercolor[2] = 0.0;
}
};
} // namespace
namespace {
vtkSmartPointer<vtkPolyData> ReadPolyData(const char* fileName);
}
//----------------------------------------------------------------------------
int main(int argc, char* argv[])
{
if (argc < 2)
{
std::cout << "Usage: " << argv[0] << " PerlnNoise.glsl "
<< "[polydataFile] "
<< "[specksize(.05)] "
<< "[sizes(3)] "
<< "[basecolor{.7,.7,.7)] "
<< "[spattercolor(0.0,0.0,0.0)] " << std::endl;
return EXIT_FAILURE;
}
auto polyData = ReadPolyData(argc > 2 ? argv[2] : "");
std::ifstream shaderFile(argv[1]);
std::ostringstream shaderCode;
shaderCode << shaderFile.rdbuf();
// Create a transform to rescale model
double center[3];
polyData->GetCenter(center);
double bounds[6];
polyData->GetBounds(bounds);
double maxBound =
std::max(std::max(bounds[1] - bounds[0], bounds[3] - bounds[2]),
bounds[5] - bounds[4]);
vtkNew<vtkNamedColors> colors;
vtkNew<vtkActor> actor;
vtkNew<vtkRenderer> renderer;
vtkNew<vtkOpenGLPolyDataMapper> mapper;
renderer->SetBackground(colors->GetColor3d("SlateGray").GetData());
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->SetSize(640, 480);
renderWindow->AddRenderer(renderer);
renderer->AddActor(actor);
vtkNew<vtkRenderWindowInteractor> interactor;
interactor->SetRenderWindow(renderWindow);
// Clean
vtkNew<vtkCleanPolyData> clean;
clean->SetInputData(polyData);
// Rescale polydata to [-1,1]
vtkNew<vtkTransform> userTransform;
userTransform->Translate(-center[0], -center[1], -center[2]);
userTransform->Scale(1.0 / maxBound, 1.0 / maxBound, 1.0 / maxBound);
vtkNew<vtkTransformPolyDataFilter> transform;
transform->SetTransform(userTransform);
transform->SetInputConnection(clean->GetOutputPort());
vtkNew<vtkTriangleFilter> triangles;
triangles->SetInputConnection(transform->GetOutputPort());
vtkNew<vtkPolyDataNormals> norms;
norms->SetInputConnection(triangles->GetOutputPort());
mapper->SetInputConnection(norms->GetOutputPort());
mapper->ScalarVisibilityOff();
actor->SetMapper(mapper);
actor->GetProperty()->SetDiffuse(1.0);
actor->GetProperty()->SetDiffuseColor(
colors->GetColor3d("ivoryblack").GetData());
actor->GetProperty()->SetSpecular(.5);
actor->GetProperty()->SetSpecularPower(2);
// Modify the vertex shader to pass the position of the vertex
#if USE_SHADER_PROPERTIES
vtkShaderProperty* sp = actor->GetShaderProperty();
sp->AddVertexShaderReplacement(
"//VTK::Normal::Dec", // replace the normal block
true, // before the standard replacements
"//VTK::Normal::Dec\n" // we still want the default
" out vec4 myVertexMC;\n",
false // only do it once
);
#else
mapper->AddShaderReplacement(
vtkShader::Vertex,
"//VTK::Normal::Dec", // replace the normal block
true, // before the standard replacements
"//VTK::Normal::Dec\n" // we still want the default
" out vec4 myVertexMC;\n",
false // only do it once
);
#endif
#if USE_SHADER_PROPERTIES
sp->AddVertexShaderReplacement(
"//VTK::Normal::Impl", // replace the normal block
true, // before the standard replacements
"//VTK::Normal::Impl\n" // we still want the default
" myVertexMC = vertexMC;\n",
false // only do it once
);
#else
mapper->AddShaderReplacement(
vtkShader::Vertex,
"//VTK::Normal::Impl", // replace the normal block
true, // before the standard replacements
"//VTK::Normal::Impl\n" // we still want the default
" myVertexMC = vertexMC;\n",
false // only do it once
);
#endif
// Add the code to generate noise
// These functions need to be defined outside of main. Use the System::Dec
// to declare and implement
#if USE_SHADER_PROPERTIES
sp->AddFragmentShaderReplacement("//VTK::System::Dec",
false, // before the standard replacements
shaderCode.str(),
false // only do it once
);
#else
mapper->AddShaderReplacement(vtkShader::Fragment, "//VTK::System::Dec",
false, // before the standard replacements
shaderCode.str(),
false // only do it once
);
#endif
// Define varying and uniforms for the fragment shader here
#if USE_SHADER_PROPERTIES
sp->AddFragmentShaderReplacement(
"//VTK::Normal::Dec", // replace the normal block
true, // before the standard replacements
"//VTK::Normal::Dec\n" // we still want the default
" varying vec4 myVertexMC;\n"
"uniform float specksize = .05;\n"
"uniform int sizes = 3;\n"
"uniform vec3 basecolor = vec3(.7,.7,.7);\n"
"uniform vec3 spattercolor = vec3(0.0, 0.0, 0.0);\n",
false // only do it once
);
#else
mapper->AddShaderReplacement(
vtkShader::Fragment, // in the fragment shader
"//VTK::Normal::Dec", // replace the normal block
true, // before the standard replacements
"//VTK::Normal::Dec\n" // we still want the default
" varying vec4 myVertexMC;\n"
"uniform float specksize = .05;\n"
"uniform int sizes = 3;\n"
"uniform vec3 basecolor = vec3(.7,.7,.7);\n"
"uniform vec3 spattercolor = vec3(0.0, 0.0, 0.0);\n",
false // only do it once
);
#endif
#if USE_SHADER_PROPERTIES
sp->AddFragmentShaderReplacement(
"//VTK::Light::Impl", // replace the light block
false, // after the standard replacements
"//VTK::Light::Impl\n" // we still want the default calc
"#define pnoise(x) ((noise(x) + 1.0) / 2.0)\n"
"\n"
"float speckle, size, threshold = 0.7;\n"
"vec3 paint;\n"
"float scalefac;\n"
"vec4 myLocalVertexMC = myVertexMC;\n"
"scalefac = 1.0/specksize;\n"
"paint = basecolor;\n"
"for (size=1; size<=sizes; size +=1) {\n"
" speckle = pnoise(myLocalVertexMC * scalefac);\n"
" if (speckle > threshold) {\n"
" paint = spattercolor;\n"
" break;\n"
" }\n"
" scalefac /= 2.0;\n"
"}\n"
"/* get final color */\n"
"fragOutput0.rgb = opacity * vec3(ambientColor + paint + specular);\n"
"fragOutput0.a = opacity;\n",
false // only do once
);
#else
mapper->AddShaderReplacement(
vtkShader::Fragment, // in the fragment shader
"//VTK::Light::Impl", // replace the light block
false, // after the standard replacements
"//VTK::Light::Impl\n" // we still want the default calc
"#define pnoise(x) ((noise(x) + 1.0) / 2.0)\n"
"\n"
"float speckle, size, threshold = 0.7;\n"
"vec3 paint;\n"
"float scalefac;\n"
"vec4 myLocalVertexMC = myVertexMC;\n"
"scalefac = 1.0/specksize;\n"
"paint = basecolor;\n"
"for (size=1; size<=sizes; size +=1) {\n"
" speckle = pnoise(myLocalVertexMC * scalefac);\n"
" if (speckle > threshold) {\n"
" paint = spattercolor;\n"
" break;\n"
" }\n"
" scalefac /= 2.0;\n"
"}\n"
"/* get final color */\n"
"fragOutput0.rgb = opacity * vec3(ambientColor + paint + specular);\n"
"fragOutput0.a = opacity;\n",
false // only do once
);
#endif
vtkNew<ShaderCallback> myCallback;
myCallback->Renderer = renderer;
if (argc == 4)
{
myCallback->specksize = atof(argv[3]);
}
if (argc == 5)
{
myCallback->specksize = atof(argv[3]);
myCallback->sizes = atoi(argv[4]);
}
if (argc == 8)
{
myCallback->specksize = atof(argv[3]);
myCallback->sizes = atoi(argv[4]);
myCallback->basecolor[0] = atof(argv[5]);
myCallback->basecolor[1] = atof(argv[6]);
myCallback->basecolor[2] = atof(argv[7]);
}
if (argc == 11)
{
myCallback->specksize = atof(argv[3]);
myCallback->sizes = atoi(argv[4]);
myCallback->basecolor[0] = atof(argv[5]);
myCallback->basecolor[1] = atof(argv[6]);
myCallback->basecolor[2] = atof(argv[7]);
myCallback->spattercolor[0] = atof(argv[8]);
myCallback->spattercolor[1] = atof(argv[9]);
myCallback->spattercolor[2] = atof(argv[10]);
}
std::cout << "Input: " << (argc > 2 ? argv[2] : "Generated Sphere")
<< std::endl;
myCallback->Print(std::cout);
mapper->AddObserver(vtkCommand::UpdateShaderEvent, myCallback);
renderWindow->Render();
renderer->GetActiveCamera()->SetPosition(-.3, 0, .08);
renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0);
renderer->GetActiveCamera()->SetViewUp(.26, 0.0, .96);
renderer->ResetCamera();
renderer->GetActiveCamera()->Zoom(1.5);
renderWindow->Render();
renderWindow->SetWindowName("SpatterShader");
renderWindow->Render();
interactor->Start();
transform->GetOutput()->GetBounds(bounds);
std::cout << "Range: "
<< " x " << bounds[1] - bounds[0] << " y " << bounds[3] - bounds[2]
<< " y " << bounds[5] - bounds[4] << std::endl;
return EXIT_SUCCESS;
}
namespace {
vtkSmartPointer<vtkPolyData> ReadPolyData(const char* fileName)
{
vtkSmartPointer<vtkPolyData> polyData;
std::string extension =
vtksys::SystemTools::GetFilenameExtension(std::string(fileName));
if (extension == ".ply")
{
vtkNew<vtkPLYReader> reader;
reader->SetFileName(fileName);
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".vtp")
{
vtkNew<vtkXMLPolyDataReader> reader;
reader->SetFileName(fileName);
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".obj")
{
vtkNew<vtkOBJReader> reader;
reader->SetFileName(fileName);
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".stl")
{
vtkNew<vtkSTLReader> reader;
reader->SetFileName(fileName);
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".vtk")
{
vtkNew<vtkPolyDataReader> reader;
reader->SetFileName(fileName);
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".g")
{
vtkNew<vtkBYUReader> reader;
reader->SetGeometryFileName(fileName);
reader->Update();
polyData = reader->GetOutput();
}
else
{
vtkNew<vtkSphereSource> source;
source->SetPhiResolution(25);
source->SetThetaResolution(25);
source->Update();
polyData = source->GetOutput();
}
return polyData;
}
} // namespace
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(SpatterShader)
find_package(VTK COMPONENTS
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "SpatterShader: Unable to find the VTK build folder.")
endif()
# Prevent a "command line is too long" failure in Windows.
set(CMAKE_NINJA_FORCE_RESPONSE_FILE "ON" CACHE BOOL "Force Ninja to use response files.")
add_executable(SpatterShader MACOSX_BUNDLE SpatterShader.cxx )
target_link_libraries(SpatterShader PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS SpatterShader
MODULES ${VTK_LIBRARIES}
)
Download and Build SpatterShader¶
Click here to download SpatterShader and its CMakeLists.txt file. Once the tarball SpatterShader.tar has been downloaded and extracted,
cd SpatterShader/build
If VTK is installed:
cmake ..
If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:
cmake -DVTK_DIR:PATH=/home/me/vtk_build ..
Build the project:
make
and run it:
./SpatterShader
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.