CubeMap
Repository source: CubeMap
Question
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Code¶
CubeMap.cxx
// Inspired by the VTK test Rendering/OpenGL2/Testing/Cxx/TesCubeMap.cxx
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkImageFlip.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkJPEGReader.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkOpenGLPolyDataMapper.h>
#include <vtkPLYReader.h>
#include <vtkPolyDataNormals.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkTexture.h>
#include <vtkVersion.h>
#if VTK_VERSION_NUMBER >= 89000000000ULL
#define USE_SHADER_PROPERTIES 1
#include <vtkShaderProperty.h>
#endif
#include <iostream>
#include <string>
namespace {
/**
* Read the cube map.
*
* @param folderPath: The folder where the cube maps are stored.
* @param fileRoot: The root of the individual cube map file names.
* @param ext: The extension of the cube map files.
* @param key: The key to data used to build the full file name.
*
* @return The cubemap texture.
*/
vtkSmartPointer<vtkTexture> ReadCubeMap(std::string const& folderPath,
std::string const& fileRoot,
std::string const& ext, int const& key);
} // namespace
//----------------------------------------------------------------------------
int main(int argc, char* argv[])
{
if (argc < 3)
{
std::cout << "Usage: " << argv[0] << " horse.ply path_to_cubemap_files"
<< std::endl;
return EXIT_FAILURE;
}
vtkNew<vtkNamedColors> colors;
vtkNew<vtkRenderer> renderer;
renderer->SetBackground(colors->GetColor3d("SlateGray").GetData());
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->SetSize(640, 480);
renderWindow->AddRenderer(renderer);
vtkNew<vtkRenderWindowInteractor> interactor;
interactor->SetRenderWindow(renderWindow);
vtkNew<vtkPLYReader> reader;
reader->SetFileName(argv[1]);
vtkNew<vtkPolyDataNormals> norms;
norms->SetInputConnection(reader->GetOutputPort());
auto texture = ReadCubeMap(argv[2], "/skybox", ".jpg", 2);
vtkNew<vtkOpenGLPolyDataMapper> mapper;
mapper->SetInputConnection(norms->GetOutputPort());
vtkNew<vtkActor> actor;
renderer->AddActor(actor);
actor->SetTexture(texture);
actor->SetMapper(mapper);
// Add new code in default VTK vertex shader
#if USE_SHADER_PROPERTIES
vtkShaderProperty* sp = actor->GetShaderProperty();
sp->AddVertexShaderReplacement(
#else
mapper->AddShaderReplacement(
vtkShader::Vertex,
#endif
"//VTK::PositionVC::Dec", // replace the normal block
true, // before the standard replacements
"//VTK::PositionVC::Dec\n" // we still want the default
"out vec3 TexCoords;\n",
false // only do it once
);
#if USE_SHADER_PROPERTIES
sp->AddVertexShaderReplacement(
#else
mapper->AddShaderReplacement(
vtkShader::Vertex,
#endif
"//VTK::PositionVC::Impl", // replace the normal block
true, // before the standard replacements
"//VTK::PositionVC::Impl\n" // we still want the default
"vec3 camPos = -MCVCMatrix[3].xyz * mat3(MCVCMatrix);\n"
"TexCoords.xyz = reflect(vertexMC.xyz - camPos, normalize(normalMC));\n",
false // only do it once
);
// Replace VTK fragment shader
#if USE_SHADER_PROPERTIES
sp->SetFragmentShaderCode(
#else
mapper->SetFragmentShaderCode(
#endif
"//VTK::System::Dec\n" // always start with this line
"//VTK::Output::Dec\n" // always have this line in your FS
"in vec3 TexCoords;\n"
"uniform samplerCube texture_0;\n"
"void main () {\n"
" gl_FragData[0] = texture(texture_0, TexCoords);\n"
"}\n");
renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0);
renderer->GetActiveCamera()->SetPosition(-.4, .2, .15);
renderer->GetActiveCamera()->SetViewUp(.3, -.1, .9);
renderer->ResetCamera();
renderer->GetActiveCamera()->Zoom(1.4);
renderWindow->Render();
renderWindow->SetWindowName("CubeMap");
renderWindow->Render();
vtkNew<vtkInteractorStyleTrackballCamera> style;
renderWindow->GetInteractor()->SetInteractorStyle(style);
interactor->Start();
return EXIT_SUCCESS;
}
namespace {
vtkSmartPointer<vtkTexture> ReadCubeMap(std::string const& folderPath,
std::string const& fileRoot,
std::string const& ext, int const& key)
{
// A map of cube map naming conventions and the corresponding file name
// components.
std::map<int, std::vector<std::string>> fileNames{
{0, {"right", "left", "top", "bottom", "front", "back"}},
{1, {"posx", "negx", "posy", "negy", "posz", "negz"}},
{2, {"-px", "-nx", "-py", "-ny", "-pz", "-nz"}},
{3, {"0", "1", "2", "3", "4", "5"}}};
std::vector<std::string> fns;
if (fileNames.count(key))
{
fns = fileNames.at(key);
}
else
{
std::cerr << "ReadCubeMap(): invalid key, unable to continue." << std::endl;
std::exit(EXIT_FAILURE);
}
vtkNew<vtkTexture> texture;
texture->CubeMapOn();
// Build the file names.
std::for_each(fns.begin(), fns.end(),
[&folderPath, &fileRoot, &ext](std::string& f) {
f = folderPath + fileRoot + f + ext;
});
auto i = 0;
for (auto const& fn : fns)
{
vtkNew<vtkJPEGReader> imgReader;
imgReader->SetFileName(fn.c_str());
vtkNew<vtkImageFlip> flip;
flip->SetInputConnection(imgReader->GetOutputPort());
flip->SetFilteredAxis(1); // flip y axis
texture->SetInputConnection(i, flip->GetOutputPort(0));
++i;
}
return texture;
}
} // namespace
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(CubeMap)
find_package(VTK COMPONENTS
CommonColor
CommonCore
FiltersCore
IOImage
IOPLY
ImagingCore
InteractionStyle
RenderingContextOpenGL2
RenderingCore
RenderingFreeType
RenderingGL2PSOpenGL2
RenderingOpenGL2
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "CubeMap: 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(CubeMap MACOSX_BUNDLE CubeMap.cxx )
target_link_libraries(CubeMap PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS CubeMap
MODULES ${VTK_LIBRARIES}
)
Download and Build CubeMap¶
Click here to download CubeMap and its CMakeLists.txt file. Once the tarball CubeMap.tar has been downloaded and extracted,
cd CubeMap/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:
./CubeMap
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.