/*========================================================================= Program: Visualization Toolkit Module: TestCompositePolyDataMapper2NaNPartial.cxx 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 "vtkCompositePolyDataMapper2.h" #include "vtkActor.h" #include "vtkCamera.h" #include "vtkFloatArray.h" #include "vtkLookupTable.h" #include "vtkMultiBlockDataSet.h" #include "vtkNew.h" #include "vtkPointData.h" #include "vtkPolyData.h" #include "vtkProperty.h" #include "vtkRenderWindow.h" #include "vtkRenderWindowInteractor.h" #include "vtkRenderer.h" #include "vtkShaderProperty.h" #include "vtkSmartPointer.h" #include "vtkSphereSource.h" #include #include void FillShaderProperty(vtkActor* actor) { // 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 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 " out vec3 myNormalMCVSOutput;\n", // but we add this false // only do it once ); 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 ); sp->AddVertexShaderReplacement("//VTK::Color::Impl", // dummy replacement for testing clear method true, "VTK::Color::Impl\n", false); sp->ClearVertexShaderReplacement("//VTK::Color::Impl", true); // now modify the fragment shader sp->AddFragmentShaderReplacement("//VTK::Normal::Dec", // replace the normal block true, // before the standard replacements "//VTK::Normal::Dec\n" // we still want the default " in vec3 myNormalMCVSOutput;\n", // but we add this false // only do it once ); 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 ); } int TestCompositePolyDataMapper2CustomShader(int argc, char* argv[]) { vtkNew renderer; // Generate two copies of a vtkPolyData containing the same sphere vtkNew sphereSource; sphereSource->Update(); vtkPolyData* sphere = vtkPolyData::SafeDownCast(sphereSource->GetOutputDataObject(0)); vtkSmartPointer sphere1 = vtkSmartPointer::Take(sphere->NewInstance()); sphere1->DeepCopy(sphere); sphereSource->SetCenter(1., 0., 0.); sphereSource->Update(); sphere = vtkPolyData::SafeDownCast(sphereSource->GetOutputDataObject(0)); vtkNew sphere2; sphere2->DeepCopy(sphere); // Generate scalars with indices for all points on the sphere vtkNew scalars; scalars->SetName("Scalars"); scalars->SetNumberOfComponents(1); scalars->SetNumberOfTuples(sphere1->GetNumberOfPoints()); for (vtkIdType i = 0; i < scalars->GetNumberOfTuples(); ++i) { scalars->SetTypedComponent(i, 0, static_cast(i)); } // Only add scalars to sphere 1. sphere1->GetPointData()->SetScalars(scalars); vtkNew mbds; mbds->SetNumberOfBlocks(2); mbds->SetBlock(0, sphere1); mbds->SetBlock(1, sphere2); vtkNew lut; lut->SetValueRange(scalars->GetRange()); lut->SetNanColor(1., 1., 0., 1.); lut->Build(); vtkNew mapper; mapper->SetInputDataObject(mbds); mapper->SetLookupTable(lut); mapper->SetScalarVisibility(1); mapper->SetScalarRange(scalars->GetRange()); mapper->SetColorMissingArraysWithNanColor(true); mapper->SetInputArrayToProcess( 0, 0, 0, vtkDataObject::FIELD_ASSOCIATION_POINTS, vtkDataSetAttributes::SCALARS); vtkNew actor; actor->SetMapper(mapper); actor->GetProperty()->SetColor(0., 0., 1.); 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); FillShaderProperty(actor.GetPointer()); renderer->AddActor(actor); vtkNew iren; vtkNew renWin; renWin->SetMultiSamples(0); iren->SetRenderWindow(renWin); renWin->AddRenderer(renderer); renWin->SetSize(500, 500); renderer->GetActiveCamera()->SetPosition(0, 0, 1); renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0); renderer->GetActiveCamera()->SetViewUp(0, 1, 0); renderer->ResetCamera(); renWin->Render(); int retVal = vtkRegressionTestImageThreshold(renWin, 15); if (retVal == vtkRegressionTester::DO_INTERACTOR) { iren->Start(); } return !retVal; }