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/*=========================================================================
Program: Visualization Toolkit
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkCamera.h"
#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkActor.h"
#include "vtkOpenGLPolyDataMapper.h"
#include "vtkPLYReader.h"
#include "vtkNew.h"
#include "vtkProperty.h"
#include "vtkPolyDataNormals.h"
#include "vtkRegressionTestImage.h"
#include "vtkTestUtilities.h"
#include "vtkRenderWindowInteractor.h"
//----------------------------------------------------------------------------
int TestUserShader(int argc, char *argv[])
{
vtkNew<vtkActor> actor;
vtkNew<vtkRenderer> renderer;
vtkNew<vtkOpenGLPolyDataMapper> mapper;
renderer->SetBackground(0.0, 0.0, 0.0);
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->SetSize(400, 400);
renderWindow->AddRenderer(renderer.Get());
renderer->AddActor(actor.Get());
vtkNew<vtkRenderWindowInteractor> iren;
iren->SetRenderWindow(renderWindow.Get());
const char* fileName = vtkTestUtilities::ExpandDataFileName(argc, argv,
"Data/dragon.ply");
vtkNew<vtkPLYReader> reader;
reader->SetFileName(fileName);
reader->Update();
vtkNew<vtkPolyDataNormals> norms;
norms->SetInputConnection(reader->GetOutputPort());
norms->Update();
mapper->SetInputConnection(norms->GetOutputPort());
actor->SetMapper(mapper.Get());
actor->GetProperty()->SetAmbientColor(0.2, 0.2, 1.0);
actor->GetProperty()->SetDiffuseColor(1.0, 0.65, 0.7);
actor->GetProperty()->SetSpecularColor(1.0, 1.0, 1.0);
actor->GetProperty()->SetSpecular(0.5);
actor->GetProperty()->SetDiffuse(0.7);
actor->GetProperty()->SetAmbient(0.5);
actor->GetProperty()->SetSpecularPower(20.0);
actor->GetProperty()->SetOpacity(1.0);
// Modify the shader to color based on model normal
// To do this we have to modify the vertex shader
// to pass the normal in model coordinates
// through to the fragment shader. By default the normal
// is converted to View coordinates and then passed on.
// We keep that, but add a varying for the original normal.
// Then we modify the fragment shader to set the diffuse color
// based on that normal. First lets modify the vertex
// shader
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
" varying vec3 myNormalMCVSOutput;\n", //but we add this
false // only do it once
);
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
" myNormalMCVSOutput = normalMC;\n", //but we add this
false // only do it once
);
// now modify the fragment shader
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 vec3 myNormalMCVSOutput;\n", //but we add this
false // only do it once
);
mapper->AddShaderReplacement(
vtkShader::Fragment, // in the fragment shader
"//VTK::Normal::Impl", // replace the normal block
true, // before the standard replacements
"//VTK::Normal::Impl\n" // we still want the default calc
" diffuseColor = abs(myNormalMCVSOutput);\n", //but we add this
false // only do it once
);
renderWindow->Render();
renderer->GetActiveCamera()->SetPosition(-0.2,0.4,1);
renderer->GetActiveCamera()->SetFocalPoint(0,0,0);
renderer->GetActiveCamera()->SetViewUp(0,1,0);
renderer->ResetCamera();
renderer->GetActiveCamera()->Zoom(1.3);
renderWindow->Render();
int retVal = vtkRegressionTestImage( renderWindow.Get() );
if ( retVal == vtkRegressionTester::DO_INTERACTOR)
{
iren->Start();
}
return EXIT_SUCCESS;
}
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