TexturedSphere
Repository source: TexturedSphere
Other languages
See (PythonicAPI), (Java)
Question
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Code¶
TexturedSphere.cxx
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkImageReader.h>
#include <vtkImageReader2Factory.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 <vtkTexture.h>
#include <vtkTextureMapToSphere.h>
#include <vtkTexturedSphereSource.h>
#include <vtkTransformTextureCoords.h>
#include <iostream>
int main(int argc, char* argv[])
{
vtkNew<vtkNamedColors> colors;
if (argc < 2)
{
std::cout << "Usage: " << argv[0] << " texture(.png/.ppm) e.g. earth.ppm"
<< " [translate]" << std::endl;
return EXIT_FAILURE;
}
double translate[3];
if (argc > 2)
{
translate[0] = atof(argv[2]);
}
else
{
translate[0] = 0.25;
}
translate[1] = 0.0;
translate[2] = 0.0;
std::cout << "Translate: (" << translate[0] << ", " << translate[1] << ", "
<< translate[2] << ")\n";
// Create a sphere with texture coordinates
vtkNew<vtkTexturedSphereSource> source;
source->SetThetaResolution(100);
source->SetPhiResolution(100);
// Read texture file
vtkNew<vtkImageReader2Factory> readerFactory;
vtkSmartPointer<vtkImageReader2> imageReader;
imageReader.TakeReference(readerFactory->CreateImageReader2(argv[1]));
imageReader->SetFileName(argv[1]);
// Create texture
vtkNew<vtkTexture> texture;
texture->SetInputConnection(imageReader->GetOutputPort());
vtkNew<vtkTransformTextureCoords> transformTexture;
transformTexture->SetInputConnection(source->GetOutputPort());
transformTexture->SetPosition(translate);
vtkNew<vtkPolyDataMapper> mapper;
mapper->SetInputConnection(transformTexture->GetOutputPort());
vtkNew<vtkActor> actor;
actor->SetMapper(mapper);
actor->SetTexture(texture);
vtkNew<vtkRenderer> renderer;
renderer->AddActor(actor);
renderer->SetBackground(colors->GetColor3d("Black").GetData());
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->AddRenderer(renderer);
renderWindow->SetWindowName("TexturedSphere");
renderer->ResetCamera();
// Orient so we are directly above Null Island!
// The location is at (0°N 0°E), i.e., where the
// prime meridian and the equator intersect.
renderer->GetActiveCamera()->Elevation(-90);
vtkNew<vtkRenderWindowInteractor> renWinInteractor;
renWinInteractor->SetRenderWindow(renderWindow);
renderWindow->Render();
renWinInteractor->Start();
return EXIT_SUCCESS;
}
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(TexturedSphere)
find_package(VTK COMPONENTS
CommonColor
CommonCore
FiltersSources
FiltersTexture
IOImage
InteractionStyle
RenderingContextOpenGL2
RenderingCore
RenderingFreeType
RenderingGL2PSOpenGL2
RenderingOpenGL2
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "TexturedSphere: 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(TexturedSphere MACOSX_BUNDLE TexturedSphere.cxx )
target_link_libraries(TexturedSphere PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS TexturedSphere
MODULES ${VTK_LIBRARIES}
)
Download and Build TexturedSphere¶
Click here to download TexturedSphere and its CMakeLists.txt file. Once the tarball TexturedSphere.tar has been downloaded and extracted,
cd TexturedSphere/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:
./TexturedSphere
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.