ColorByNormal
Repository source: ColorByNormal
Description¶
This example modifies 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.
Cite
This example was inspired by the test TestUserShader.
Question
If you have a question about this example, please use the VTK Discourse Forum
Code¶
ColorByNormal.cxx
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkOpenGLPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkTriangleMeshPointNormals.h>
#include <vtkVersion.h>
#include <vtkBYUReader.h>
#include <vtkOBJReader.h>
#include <vtkPLYReader.h>
#include <vtkPolyDataReader.h>
#include <vtkSTLReader.h>
#include <vtkSphereSource.h>
#include <vtkXMLPolyDataReader.h>
#include <vtksys/SystemTools.hxx>
#if VTK_VERSION_NUMBER >= 89000000000ULL
#define USE_SHADER_PROPERTIES 1
#include <vtkShaderProperty.h>
#endif
#include <sstream>
#include <string>
namespace {
vtkSmartPointer<vtkPolyData> ReadPolyData(const char* fileName);
}
//----------------------------------------------------------------------------
int main(int argc, char* argv[])
{
auto polyData = ReadPolyData(argc > 1 ? argv[1] : "");
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);
vtkNew<vtkTriangleMeshPointNormals> norms;
norms->SetInputData(polyData);
mapper->SetInputConnection(norms->GetOutputPort());
actor->SetMapper(mapper);
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
#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
" varying vec3 myNormalMCVSOutput;\n", // but we add this
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
" varying vec3 myNormalMCVSOutput;\n", // but we add this
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
" myNormalMCVSOutput = normalMC;\n", // but we add this
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
" myNormalMCVSOutput = normalMC;\n", // but we add this
false // only do it once
);
#endif
#if USE_SHADER_PROPERTIES
sp->AddVertexShaderReplacement(
"//VTK::Color::Impl", // dummy replacement for testing clear method
true, "VTK::Color::Impl\n", false);
#else
mapper->AddShaderReplacement(
vtkShader::Vertex,
"//VTK::Color::Impl", // dummy replacement for testing clear method
true, "VTK::Color::Impl\n", false);
#endif
#if USE_SHADER_PROPERTIES
sp->ClearVertexShaderReplacement("//VTK::Color::Impl", true);
#else
mapper->ClearShaderReplacement(
vtkShader::Vertex, // clear our dummy replacement
"//VTK::Color::Impl", true);
#endif
// now modify the fragment shader
#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 vec3 myNormalMCVSOutput;\n", // but we add this
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 vec3 myNormalMCVSOutput;\n", // but we add this
false // only do it once
);
#endif
#if USE_SHADER_PROPERTIES
sp->AddFragmentShaderReplacement(
"//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
);
#else
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
);
#endif
renderWindow->Render();
renderer->GetActiveCamera()->SetPosition(1.0, 1.0, -1.0);
renderer->GetActiveCamera()->SetFocalPoint(0, 1, 0);
renderer->GetActiveCamera()->SetViewUp(0, 1, 0);
renderer->GetActiveCamera()->Elevation(30.0);
renderer->ResetCamera();
renderer->GetActiveCamera()->Zoom(1.3);
renderWindow->Render();
renderWindow->SetWindowName("ColorByNormal");
renderWindow->Render();
interactor->Start();
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(ColorByNormal)
find_package(VTK COMPONENTS
CommonColor
CommonCore
FiltersCore
FiltersSources
IOGeometry
IOLegacy
IOPLY
IOXML
InteractionStyle
RenderingContextOpenGL2
RenderingCore
RenderingFreeType
RenderingGL2PSOpenGL2
RenderingOpenGL2
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "ColorByNormal: 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(ColorByNormal MACOSX_BUNDLE ColorByNormal.cxx )
target_link_libraries(ColorByNormal PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS ColorByNormal
MODULES ${VTK_LIBRARIES}
)
Download and Build ColorByNormal¶
Click here to download ColorByNormal and its CMakeLists.txt file. Once the tarball ColorByNormal.tar has been downloaded and extracted,
cd ColorByNormal/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:
./ColorByNormal
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.