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SphereMap

vtk-examples/Cxx/Shaders/SphereMap


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Code

SphereMap.cxx

/*=========================================================================

  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 <vtkActor.h>
#include <vtkCamera.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkJPEGReader.h>
#include <vtkLight.h>
#include <vtkNew.h>
#include <vtkOpenGLPolyDataMapper.h>
#include <vtkPolyDataNormals.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSkybox.h>
#include <vtkTexture.h>
#include <vtkVersion.h>
#include <vtkXMLPolyDataReader.h>

#if VTK_VERSION_NUMBER >= 89000000000ULL
#define USE_SHADER_PROPERTIES 1
#include <vtkShaderProperty.h>
#endif

//----------------------------------------------------------------------------
int main(int argc, char* argv[])
{
  if (argc < 3)
  {
    std::cout << "Usage: " << argv[0] << " file.vtp wintersun.jpg" << std::endl;
    return EXIT_SUCCESS;
  }

  vtkNew<vtkRenderer> renderer;
  renderer->SetBackground(0.0, 0.0, 0.0);
  vtkNew<vtkRenderWindow> renderWindow;
  renderWindow->SetSize(640, 480);
  renderWindow->AddRenderer(renderer);
  vtkNew<vtkRenderWindowInteractor> interactor;
  interactor->SetRenderWindow(renderWindow);

  vtkNew<vtkLight> light;
  light->SetLightTypeToSceneLight();
  light->SetPosition(1.0, 7.0, 1.0);
  renderer->AddLight(light);

  vtkNew<vtkXMLPolyDataReader> reader;
  reader->SetFileName(argv[1]);

  vtkNew<vtkPolyDataNormals> norms;
  norms->SetInputConnection(reader->GetOutputPort());

  vtkNew<vtkTexture> texture;
  texture->InterpolateOn();

  // mipmapping works on many systems but is not
  // core 3.2 for cube maps. VTK will silently
  // ignore it if it is not supported. We commented it
  // out here to make valid images easier
  // texture->MipmapOn();

  vtkNew<vtkJPEGReader> imgReader;
  imgReader->SetFileName(argv[2]);
  texture->SetInputConnection(imgReader->GetOutputPort());

  vtkNew<vtkOpenGLPolyDataMapper> mapper;
  mapper->SetInputConnection(norms->GetOutputPort());

  vtkNew<vtkActor> actor;
  actor->SetPosition(0, 0, 0);
  actor->SetScale(6.0, 6.0, 6.0);
  actor->GetProperty()->SetSpecular(0.8);
  actor->GetProperty()->SetSpecularPower(20);
  actor->GetProperty()->SetDiffuse(0.1);
  actor->GetProperty()->SetAmbient(0.1);
  actor->GetProperty()->SetDiffuseColor(1.0, 0.0, 0.4);
  actor->GetProperty()->SetAmbientColor(0.4, 0.0, 1.0);
  renderer->AddActor(actor);
  actor->SetTexture(texture);
  actor->SetMapper(mapper);

#if USE_SHADER_PROPERTIES
  vtkShaderProperty* sp = actor->GetShaderProperty();
  sp->AddVertexShaderReplacement(
      "//VTK::PositionVC::Dec",  // replace
      true,                      // before the standard replacements
      "//VTK::PositionVC::Dec\n" // we still want the default
      "out vec3 TexCoords;\n",
      false // only do it once
  );
#else
  mapper->AddShaderReplacement(
      vtkShader::Vertex,
      "//VTK::PositionVC::Dec",  // replace
      true,                      // before the standard replacements
      "//VTK::PositionVC::Dec\n" // we still want the default
      "out vec3 TexCoords;\n",
      false // only do it once
  );
#endif
#if USE_SHADER_PROPERTIES
  sp->AddVertexShaderReplacement(
      "//VTK::PositionVC::Impl",  // replace
      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
  );
#else
  mapper->AddShaderReplacement(
      vtkShader::Vertex,
      "//VTK::PositionVC::Impl",  // replace
      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
  );
#endif
#if USE_SHADER_PROPERTIES
  sp->AddFragmentShaderReplacement(
      "//VTK::Light::Dec",  // replace
      true,                 // before the standard replacements
      "//VTK::Light::Dec\n" // we still want the default
      "in vec3 TexCoords;\n",
      false // only do it once
  );
#else
  mapper->AddShaderReplacement(
      vtkShader::Fragment,
      "//VTK::Light::Dec",  // replace
      true,                 // before the standard replacements
      "//VTK::Light::Dec\n" // we still want the default
      "in vec3 TexCoords;\n",
      false // only do it once
  );
#endif

#if USE_SHADER_PROPERTIES
  sp->AddFragmentShaderReplacement(
      "//VTK::Light::Impl", // replace
      true,                 // before the standard replacements
      "//VTK::Light::Impl\n"
      "  float phix = length(vec2(TexCoords.x, TexCoords.z));\n"
      "  vec3 skyColor = texture(actortexture, vec2(0.5*atan(TexCoords.z, "
      "TexCoords.x)/3.1415927 + 0.5, atan(TexCoords.y,phix)/3.1415927 + "
      "0.5)).xyz;\n"
      "  gl_FragData[0] = vec4(ambientColor + diffuse + specular + "
      "specularColor*skyColor, opacity);\n", // we still want the default
      false                                  // only do it once
  );
#else
  mapper->AddShaderReplacement(
      vtkShader::Fragment,
      "//VTK::Light::Impl", // replace
      true,                 // before the standard replacements
      "//VTK::Light::Impl\n"
      "  float phix = length(vec2(TexCoords.x, TexCoords.z));\n"
      "  vec3 skyColor = texture(actortexture, vec2(0.5*atan(TexCoords.z, "
      "TexCoords.x)/3.1415927 + 0.5, atan(TexCoords.y,phix)/3.1415927 + "
      "0.5)).xyz;\n"
      "  gl_FragData[0] = vec4(ambientColor + diffuse + specular + "
      "specularColor*skyColor, opacity);\n", // we still want the default
      false                                  // only do it once
  );
#endif

  vtkNew<vtkSkybox> world;
  world->SetProjectionToSphere();
  world->SetTexture(texture);
  renderer->AddActor(world);

  renderer->GetActiveCamera()->SetPosition(0.0, 0.55, 2.0);
  renderer->GetActiveCamera()->SetFocalPoint(0.0, 0.55, 0.0);
  renderer->GetActiveCamera()->SetViewAngle(60.0);
  renderer->ResetCamera();
  renderer->GetActiveCamera()->Zoom(1.1);
  renderer->GetActiveCamera()->Azimuth(0);
  renderer->GetActiveCamera()->Elevation(5);
  renderer->ResetCameraClippingRange();

  renderWindow->Render();
  renderWindow->SetWindowName("SphereMap");
  renderWindow->Render();

  vtkNew<vtkInteractorStyleTrackballCamera> style;
  renderWindow->GetInteractor()->SetInteractorStyle(style);

  interactor->Start();

  return EXIT_SUCCESS;
}

CMakeLists.txt

cmake_minimum_required(VERSION 3.12 FATAL_ERROR)

project(SphereMap)

find_package(VTK COMPONENTS 
  CommonCore
  FiltersCore
  IOImage
  IOXML
  InteractionStyle
  RenderingContextOpenGL2
  RenderingCore
  RenderingFreeType
  RenderingGL2PSOpenGL2
  RenderingOpenGL2
)

if (NOT VTK_FOUND)
  message(FATAL_ERROR "SphereMap: 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(SphereMap MACOSX_BUNDLE SphereMap.cxx )
  target_link_libraries(SphereMap PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
  TARGETS SphereMap
  MODULES ${VTK_LIBRARIES}
)

Download and Build SphereMap

Click here to download SphereMap and its CMakeLists.txt file. Once the tarball SphereMap.tar has been downloaded and extracted,

cd SphereMap/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:

./SphereMap

WINDOWS USERS

Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.