vtk纹理映射

vtk 纹理映射

原理:渲染时把二维的图像"贴"到物体的表面上,根据二维图像渲染出丰富多彩的效果,所以也叫纹理贴图。纹理映射需要三个要素:待贴图的表面、纹理映射以及纹理坐标。

example code

#include <vtkSmartPointer.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkCylinderSource.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkLight.h>
#include <vtkCamera.h>
#include <vtkPlaneSource.h>
#include <vtkJPEGReader.h>
#include <vtkTexture.h>

#include <vtkAutoInit.h>
VTK_MODULE_INIT(vtkRenderingOpenGL2);
VTK_MODULE_INIT(vtkInteractionStyle);
VTK_MODULE_INIT(vtkRenderingVolumeOpenGL2);

int main()
{
	// 读入图片
	vtkSmartPointer<vtkJPEGReader> reader = vtkSmartPointer<vtkJPEGReader>::New();
	reader->SetFileName("/texture.jpg");
	
	// 把图像输入到vtkTexture里,相当于贴画
	vtkSmartPointer<vtkTexture> texture = vtkSmartPointer<vtkTexture>::New();
	texture->SetInputConnection(reader->GetOutputPort());
	texture->InterpolateOn();

	// 生成一个平面,相当于贴画要贴的“墙”
	vtkSmartPointer<vtkPlaneSource> plane = vtkSmartPointer<vtkPlaneSource>::New();
	vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
	mapper->SetInputConnection(plane->GetOutputPort());
	
	// 之后的都是固定的渲染
	vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
	actor->SetMapper(mapper);
	actor->SetTexture(texture);

	

	vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
	renderer->AddActor(actor);
	renderer->SetBackground(0.1, 0.2, 0.4);
	

	vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
	renWin->AddRenderer(renderer);
	renWin->SetSize(600, 600);
	
	vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();
	iren->SetRenderWindow(renWin);

	vtkSmartPointer<vtkInteractorStyleTrackballCamera> style = vtkSmartPointer<vtkInteractorStyleTrackballCamera>::New();
	iren->SetInteractorStyle(style);

	iren->Initialize();
	iren->Start();

	return 0;
}
当然可以!下面是一个使用VB.NET实现在指定位置添加vtk纹理的代码示例: ```vb Imports Kitware.VTK Module VtkTextureExample Sub Main() ' 创建一个球体作为几何体 Dim sphereSource As New vtkSphereSource() sphereSource.SetRadius(1.0) sphereSource.SetThetaResolution(30) sphereSource.SetPhiResolution(30) ' 创建纹理映射坐标 Dim tcoords As New vtkFloatArray() tcoords.SetNumberOfComponents(2) tcoords.SetName("Texture Coordinates") ' 添加纹理坐标到球体顶点数据中 Dim numPoints As Integer = sphereSource.GetNumberOfPoints() For i As Integer = 0 To numPoints - 1 Dim point As Double() = sphereSource.GetPoint(i) Dim phi As Double = Math.Atan2(point(1), point(0)) Dim theta As Double = Math.Acos(point(2) / sphereSource.GetRadius()) Dim s As Double = phi / (2 * Math.PI) + 0.5 Dim t As Double = theta / Math.PI tcoords.InsertNextTuple2(s, t) Next ' 将纹理坐标附加到几何体的点数据中 Dim points As vtkPoints = sphereSource.GetOutput().GetPoints() points.GetPointData().SetTCoords(tcoords) ' 创建一个vtkTexture对象并加载纹理图像 Dim texture As New vtkTexture() texture.SetInputData(LoadTextureImage("texture.jpg")) ' 创建一个vtkPolyDataMapper对象来映射纹理坐标 Dim mapper As New vtkPolyDataMapper() mapper.SetInputConnection(sphereSource.GetOutputPort()) mapper.SetInputArrayToProcess(0, 0, 0, vtkDataObject.FIELD_ASSOCIATION_POINTS, "Texture Coordinates") ' 创建一个vtkActor对象并应用纹理 Dim actor As New vtkActor() actor.SetMapper(mapper) actor.SetTexture(texture) ' 创建一个vtkRenderer并将actor添加到其中 Dim renderer As New vtkRenderer() renderer.AddActor(actor) ' 创建一个vtkRenderWindow并设置渲染器 Dim renderWindow As New vtkRenderWindow() renderWindow.AddRenderer(renderer) ' 创建一个vtkRenderWindowInteractor来显示窗口 Dim interactor As New vtkRenderWindowInteractor() interactor.SetRenderWindow(renderWindow) ' 开始渲染和交互 renderWindow.Render() interactor.Start() End Sub Function LoadTextureImage(ByVal filePath As String) As vtkImageData ' 使用vtkJPEGReader读取纹理图像文件 Dim reader As New vtkJPEGReader() reader.SetFileName(filePath) reader.Update() ' 获取读取的图像数据 Return reader.GetOutput() End Function End Module ``` 请确保将代码中的"texture.jpg"替换为您实际使用的纹理图像文件的路径。这个示例代码会创建一个球体,并将纹理图像加载为纹理,然后使用纹理坐标映射到球体上的指定位置。最后,通过vtkRenderWindowInteractor显示窗口并开始渲染和交互。
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