TextureThreshold
Repository source: TextureThreshold
Description¶
Demonstrating texture thresholding applied to scalar data from a simulation of fluid flow.
There are three planes cutting the blunt fin with different thresholds set. From the left, the scalar threshold is set so that:
- Only data with a scalar value greater than or equal to 1.5 is shown.
- Only data with a scalar value less than or equal to 1.5 is shown.
- Only data with a scalar value between 1.5 and 1.8 inclusive is shown.
Info
See Figure 9-43a in Chapter 9 The VTK Textbook.
Other languages
See (Python), (PythonicAPI)
Question
If you have a question about this example, please use the VTK Discourse Forum
Code¶
TextureThreshold.cxx
/*
Modified from VTK/Filters/Texture/Testing/Python/textureThreshold.py.
Demonstrating texture thresholding applied to scalar data from a simulation of
fluid flow->
There are three planes cutting the blunt fin with different thresholds set.
From the left, the scalar threshold is set so that:
1) Only data with a scalar value greater than or equal to 1.5 is shown.
2) Only data with a scalar value less than or equal to 1.5 is shown.
*/
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkDataSetMapper.h>
#include <vtkMultiBlockDataSet.h>
#include <vtkMultiBlockPLOT3DReader.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkStructuredGrid.h>
#include <vtkStructuredGridGeometryFilter.h>
#include <vtkStructuredGridOutlineFilter.h>
#include <vtkStructuredPointsReader.h>
#include <vtkTexture.h>
#include <vtkThresholdTextureCoords.h>
#include <array>
#include <iostream>
#include <string>
#include <vector>
int main(int argc, char* argv[])
{
if (argc < 4)
{
std::cout << "Usage: " << argv[0] << " filename1 filename2 filename3"
<< std::endl;
std::cout << "where: filename1 is bluntfinxyz.bin,\n"
<< " filename2 is bluntfinq.bin and\n"
<< " filename3 is texThres2.vtk." << std::endl;
return EXIT_FAILURE;
}
std::string dataFn1 = argv[1];
std::string dataFn2 = argv[2];
std::string textureFn = argv[3];
vtkNew<vtkNamedColors> colors;
// Read the data.
vtkNew<vtkMultiBlockPLOT3DReader> pl3d;
pl3d->SetXYZFileName(dataFn1.c_str());
pl3d->SetQFileName(dataFn2.c_str());
pl3d->SetScalarFunctionNumber(100); // Density
pl3d->SetVectorFunctionNumber(202); // Momentum
pl3d->Update();
vtkStructuredGrid* output =
dynamic_cast<vtkStructuredGrid*>(pl3d->GetOutput()->GetBlock(0));
// Make the wall (floor).
vtkNew<vtkStructuredGridGeometryFilter> wall;
wall->SetInputData(output);
wall->SetExtent(0, 100, 0, 0, 0, 100);
vtkNew<vtkPolyDataMapper> wallMap;
wallMap->SetInputConnection(wall->GetOutputPort());
wallMap->ScalarVisibilityOff();
vtkNew<vtkActor> wallActor;
wallActor->SetMapper(wallMap);
wallActor->GetProperty()->SetColor(colors->GetColor3d("PeachPuff").GetData());
// Make the fin (rear wall).
vtkNew<vtkStructuredGridGeometryFilter> fin;
fin->SetInputData(output);
fin->SetExtent(0, 100, 0, 100, 0, 0);
vtkNew<vtkPolyDataMapper> finMap;
finMap->SetInputConnection(fin->GetOutputPort());
finMap->ScalarVisibilityOff();
vtkNew<vtkActor> finActor;
finActor->SetMapper(finMap);
finActor->GetProperty()->SetColor(
colors->GetColor3d("DarkSlateGray").GetData());
// Get the texture.
vtkNew<vtkStructuredPointsReader> tmap;
tmap->SetFileName(textureFn.c_str());
vtkNew<vtkTexture> texture;
texture->SetInputConnection(tmap->GetOutputPort());
texture->InterpolateOff();
texture->RepeatOff();
// Create the rendering window, renderer, and interactive renderer.
vtkNew<vtkRenderer> ren;
vtkNew<vtkRenderWindow> renWin;
renWin->AddRenderer(ren);
vtkNew<vtkRenderWindowInteractor> iren;
iren->SetRenderWindow(renWin);
// Make the planes to threshold and texture.
std::vector<vtkSmartPointer<vtkStructuredGridGeometryFilter>> plane;
std::vector<vtkSmartPointer<vtkThresholdTextureCoords>> thresh;
std::vector<vtkSmartPointer<vtkDataSetMapper>> planeMap;
std::vector<vtkSmartPointer<vtkActor>> planeActor;
// Define the extents of planes that we will use.
std::vector<std::array<int, 6>> planeExtents{{10, 10, 0, 100, 0, 100},
{30, 30, 0, 100, 0, 100},
{35, 35, 0, 100, 0, 100}};
// Now set up the pipeline.
for (unsigned int i = 0; i < planeExtents.size(); ++i)
{
plane.push_back(vtkSmartPointer<vtkStructuredGridGeometryFilter>::New());
plane[i]->SetInputData(output);
plane[i]->SetExtent(planeExtents[i].data());
thresh.push_back(vtkSmartPointer<vtkThresholdTextureCoords>::New());
thresh[i]->SetInputConnection(plane[i]->GetOutputPort());
thresh[i]->SetInputConnection(plane[i]->GetOutputPort());
// If you want an image similar to Fig 9-43(a) in the VTK textbook, set
// thresh[i]->ThresholdByUpper(1.5); for all planes.
switch (i)
{
case 0:
default:
thresh[i]->ThresholdByUpper(1.5);
break;
case 1:
thresh[i]->ThresholdByLower(1.5);
break;
case 2:
thresh[i]->ThresholdBetween(1.5, 1.8);
break;
}
planeMap.push_back(vtkSmartPointer<vtkDataSetMapper>::New());
planeMap[i]->SetInputConnection(thresh[i]->GetOutputPort());
planeMap[i]->SetScalarRange(output->GetScalarRange());
planeActor.push_back(vtkSmartPointer<vtkActor>::New());
planeActor[i]->SetMapper(planeMap[i]);
planeActor[i]->SetTexture(texture);
// The slight transparency gives a nice effect.
planeActor[i]->GetProperty()->SetOpacity(0.999);
ren->AddActor(planeActor[i]);
}
// Get an outline of the data set for context.
vtkNew<vtkStructuredGridOutlineFilter> outline;
outline->SetInputData(output);
vtkNew<vtkPolyDataMapper> outlineMapper;
outlineMapper->SetInputConnection(outline->GetOutputPort());
vtkNew<vtkActor> outlineActor;
outlineActor->GetProperty()->SetColor(colors->GetColor3d("Black").GetData());
outlineActor->SetMapper(outlineMapper);
// Add the remaining actors to the renderer, set the background and size.
ren->AddActor(outlineActor);
ren->AddActor(wallActor);
ren->AddActor(finActor);
ren->SetBackground(colors->GetColor3d("MistyRose").GetData());
renWin->SetSize(512, 512);
renWin->SetWindowName("TextureThreshold");
vtkNew<vtkCamera> cam;
cam->SetClippingRange(1.51176, 75.5879);
cam->SetFocalPoint(2.33749, 2.96739, 3.61023);
cam->SetPosition(10.8787, 5.27346, 15.8687);
cam->SetViewAngle(30);
cam->SetViewUp(-0.0610856, 0.987798, -0.143262);
ren->SetActiveCamera(cam);
renWin->Render();
iren->Initialize();
iren->Start();
return EXIT_SUCCESS;
}
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(TextureThreshold)
find_package(VTK COMPONENTS
CommonColor
CommonCore
CommonDataModel
FiltersCore
FiltersGeometry
FiltersTexture
IOLegacy
IOParallel
InteractionStyle
RenderingContextOpenGL2
RenderingCore
RenderingFreeType
RenderingGL2PSOpenGL2
RenderingOpenGL2
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "TextureThreshold: 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(TextureThreshold MACOSX_BUNDLE TextureThreshold.cxx )
target_link_libraries(TextureThreshold PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS TextureThreshold
MODULES ${VTK_LIBRARIES}
)
Download and Build TextureThreshold¶
Click here to download TextureThreshold and its CMakeLists.txt file. Once the tarball TextureThreshold.tar has been downloaded and extracted,
cd TextureThreshold/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:
./TextureThreshold
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.