FlatVersusGouraud
Repository source: FlatVersusGouraud
Description¶
Flat and Gouraud shading. Different shading methods can dramatically improve the look of an object represented with polygons. On the top, flat shading uses a constant surface normal across each polygon. On the bottom, Gouraud shading interpolates normals from polygon vertices to give a smoother look.
In this example, the flat and gouraud images for each pair have linked cameras. Rotate and zoom a pair to get a better look at the differences.
Info
See Figure 3-7 in Chapter 3 the VTK Textbook.
Other languages
See (Python)
Question
If you have a question about this example, please use the VTK Discourse Forum
Code¶
FlatVersusGouraud.cxx
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkContourFilter.h>
#include <vtkCylinderSource.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkOBJReader.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkQuadric.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSampleFunction.h>
#include <vtkSphereSource.h>
namespace {
void CreateSphere(vtkRenderer*, bool);
void CreateCylinder(vtkRenderer*, bool);
void CreateIsoSurface(vtkRenderer*, bool);
void CreateModel(vtkRenderer*, bool, char*);
} // namespace
int main(int argc, char* argv[])
{
if (argc < 2)
{
std::cout << "Usage: " << argv[0] << " filename" << std::endl;
std::cout << "where: filename is the file cow.obj" << std::endl;
return EXIT_FAILURE;
}
std::vector<vtkSmartPointer<vtkRenderer>> renderers;
// Create the 8 renderers
vtkNew<vtkRenderer> flatSphereRenderer;
renderers.push_back(flatSphereRenderer);
vtkNew<vtkRenderer> flatCylinderRenderer;
renderers.push_back(flatCylinderRenderer);
vtkNew<vtkRenderer> flatIsoSurfaceRenderer;
renderers.push_back(flatIsoSurfaceRenderer);
vtkNew<vtkRenderer> flatModelRenderer;
renderers.push_back(flatModelRenderer);
vtkNew<vtkRenderer> smoothSphereRenderer;
renderers.push_back(smoothSphereRenderer);
vtkNew<vtkRenderer> smoothCylinderRenderer;
renderers.push_back(smoothCylinderRenderer);
vtkNew<vtkRenderer> smoothIsoSurfaceRenderer;
renderers.push_back(smoothIsoSurfaceRenderer);
vtkNew<vtkRenderer> smoothModelRenderer;
renderers.push_back(smoothModelRenderer);
// Add the actors
CreateSphere(flatSphereRenderer, true);
CreateCylinder(flatCylinderRenderer, true);
CreateIsoSurface(flatIsoSurfaceRenderer, true);
CreateModel(flatModelRenderer, true, argv[1]);
CreateSphere(smoothSphereRenderer, false);
CreateCylinder(smoothCylinderRenderer, false);
CreateIsoSurface(smoothIsoSurfaceRenderer, false);
CreateModel(smoothModelRenderer, false, argv[1]);
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->SetWindowName("FlatVersusGouraud");
// Setup viewports for the renderers
int rendererSize = 256;
unsigned int xGridDimensions = 4;
unsigned int yGridDimensions = 2;
renderWindow->SetSize(rendererSize * xGridDimensions,
rendererSize * yGridDimensions);
for (int row = 0; row < static_cast<int>(yGridDimensions); row++)
{
for (int col = 0; col < static_cast<int>(xGridDimensions); col++)
{
int index = row * xGridDimensions + col;
// (xmin, ymin, xmax, ymax)
double viewport[4] = {
static_cast<double>(col) / xGridDimensions,
static_cast<double>(yGridDimensions - (row + 1)) / yGridDimensions,
static_cast<double>(col + 1) / xGridDimensions,
static_cast<double>(yGridDimensions - row) / yGridDimensions};
renderers[index]->SetViewport(viewport);
}
}
vtkNew<vtkNamedColors> colors;
for (size_t r = 0; r < renderers.size(); ++r)
{
renderers[r]->SetBackground(colors->GetColor3d("SlateGray").GetData());
renderers[r]->GetActiveCamera()->Azimuth(20);
renderers[r]->GetActiveCamera()->Elevation(30);
renderers[r]->ResetCamera();
if (r > 3)
{
renderers[r]->SetActiveCamera(renderers[r - 4]->GetActiveCamera());
}
renderWindow->AddRenderer(renderers[r]);
}
vtkNew<vtkRenderWindowInteractor> interactor;
interactor->SetRenderWindow(renderWindow);
renderWindow->Render();
interactor->Start();
return EXIT_SUCCESS;
}
namespace {
void CreateSphere(vtkRenderer* renderer, bool flat)
{
vtkNew<vtkNamedColors> colors;
vtkNew<vtkSphereSource> sphere;
vtkNew<vtkPolyDataMapper> mapper;
mapper->SetInputConnection(sphere->GetOutputPort());
vtkNew<vtkActor> actor;
actor->SetMapper(mapper);
actor->GetProperty()->SetColor(colors->GetColor3d("MistyRose").GetData());
if (flat)
{
actor->GetProperty()->SetInterpolationToFlat();
}
else
{
actor->GetProperty()->SetInterpolationToGouraud();
}
renderer->AddActor(actor);
}
void CreateCylinder(vtkRenderer* renderer, bool flat)
{
vtkNew<vtkNamedColors> colors;
vtkNew<vtkCylinderSource> cylinder;
vtkNew<vtkPolyDataMapper> mapper;
mapper->SetInputConnection(cylinder->GetOutputPort());
vtkNew<vtkActor> actor;
actor->SetMapper(mapper);
actor->GetProperty()->SetColor(colors->GetColor3d("MistyRose").GetData());
if (flat)
{
actor->GetProperty()->SetInterpolationToFlat();
}
else
{
actor->GetProperty()->SetInterpolationToGouraud();
}
renderer->AddActor(actor);
}
void CreateIsoSurface(vtkRenderer* renderer, bool flat)
{
double range[2];
// Sample quadric function
vtkNew<vtkQuadric> quadric;
quadric->SetCoefficients(1, 2, 3, 0, 1, 0, 0, 0, 0, 0);
vtkNew<vtkSampleFunction> sample;
sample->SetSampleDimensions(25, 25, 25);
sample->SetImplicitFunction(quadric);
// Generate implicit surface
vtkNew<vtkContourFilter> contour;
contour->SetInputConnection(sample->GetOutputPort());
range[0] = 1.0;
range[1] = 6.0;
contour->GenerateValues(5, range);
// Map contour
vtkNew<vtkPolyDataMapper> contourMapper;
contourMapper->SetInputConnection(contour->GetOutputPort());
contourMapper->SetScalarRange(0, 7);
vtkNew<vtkActor> actor;
actor->SetMapper(contourMapper);
if (flat)
{
actor->GetProperty()->SetInterpolationToFlat();
}
else
{
actor->GetProperty()->SetInterpolationToGouraud();
}
renderer->AddActor(actor);
return;
}
void CreateModel(vtkRenderer* renderer, bool flat, char* fileName)
{
vtkNew<vtkNamedColors> colors;
vtkNew<vtkOBJReader> reader;
reader->SetFileName(fileName);
vtkNew<vtkPolyDataMapper> mapper;
mapper->SetInputConnection(reader->GetOutputPort());
vtkNew<vtkActor> actor;
actor->SetMapper(mapper);
actor->GetProperty()->SetColor(colors->GetColor3d("Tan").GetData());
if (flat)
{
actor->GetProperty()->SetInterpolationToFlat();
}
else
{
actor->GetProperty()->SetInterpolationToGouraud();
}
renderer->AddActor(actor);
}
} // namespace
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(FlatVersusGouraud)
find_package(VTK COMPONENTS
CommonColor
CommonCore
CommonDataModel
FiltersCore
FiltersSources
IOGeometry
ImagingHybrid
InteractionStyle
RenderingContextOpenGL2
RenderingCore
RenderingFreeType
RenderingGL2PSOpenGL2
RenderingOpenGL2
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "FlatVersusGouraud: 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(FlatVersusGouraud MACOSX_BUNDLE FlatVersusGouraud.cxx )
target_link_libraries(FlatVersusGouraud PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS FlatVersusGouraud
MODULES ${VTK_LIBRARIES}
)
Download and Build FlatVersusGouraud¶
Click here to download FlatVersusGouraud and its CMakeLists.txt file. Once the tarball FlatVersusGouraud.tar has been downloaded and extracted,
cd FlatVersusGouraud/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:
./FlatVersusGouraud
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.