/*========================================================================= 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 "vtkNew.h" #include "vtkOpenGLPolyDataMapper.h" #include "vtkPLYReader.h" #include "vtkPolyDataNormals.h" #include "vtkProperty.h" #include "vtkRenderWindow.h" #include "vtkRenderer.h" #include "vtkShaderProperty.h" #include "vtkTriangleMeshPointNormals.h" #include "vtkRegressionTestImage.h" #include "vtkTestUtilities.h" #include "vtkRenderWindowInteractor.h" //------------------------------------------------------------------------------ int TestUserShader(int argc, char* argv[]) { vtkNew actor; vtkNew renderer; vtkNew mapper; renderer->SetBackground(0.0, 0.0, 0.0); vtkNew renderWindow; renderWindow->SetSize(400, 400); renderWindow->AddRenderer(renderer); renderer->AddActor(actor); vtkNew iren; iren->SetRenderWindow(renderWindow); const char* fileName = vtkTestUtilities::ExpandDataFileName(argc, argv, "Data/dragon.ply"); vtkNew reader; reader->SetFileName(fileName); reader->Update(); delete[] fileName; vtkNew norms; norms->SetInputConnection(reader->GetOutputPort()); norms->Update(); 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 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 ); // Test enumerating shader replacements int nbReplacements = sp->GetNumberOfShaderReplacements(); if (nbReplacements != 4) { return EXIT_FAILURE; } if (sp->GetNthShaderReplacementTypeAsString(0) != std::string("Vertex") || sp->GetNthShaderReplacementTypeAsString(1) != std::string("Fragment") || sp->GetNthShaderReplacementTypeAsString(2) != std::string("Vertex") || sp->GetNthShaderReplacementTypeAsString(3) != std::string("Fragment")) { return EXIT_FAILURE; } renderWindow->Render(); renderer->GetActiveCamera()->SetPosition(-0.2, 0.4, 1); renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0); renderer->GetActiveCamera()->SetViewUp(0, 1, 0); renderer->ResetCamera(); renderer->GetActiveCamera()->Zoom(1.3); renderWindow->Render(); int retVal = vtkRegressionTestImage(renderWindow); if (retVal == vtkRegressionTester::DO_INTERACTOR) { iren->Start(); } return !retVal; }