Tag Archives: texture

VTK notes — texture mapping

Sometimes we need to use texture mapping, or texture mapping, to make our models look more realistic.
Texture mapping is a powerful tool for creating visual lifelike effects. The basic idea of texture mapping is that during rendering, images can be attached to the surface of the rendered object, thus creating a more detailed rendering effect.
The texture map needs to provide three pieces of information: the surface of the texture map to be attached, the texture map, and the texture coordinates.
Here is an example of texturing a cylinder by “pasting” a 2D image onto the surface of the cylinder.

#include <vtkCylinderSource.h>
#include <vtkLineSource.h>
#include <vtkPolyData.h>
#include <vtkSmartPointer.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkProperty.h>
#include <vtkTubeFilter.h>
#include <vtkBMPReader.h>
#include <vtkJPEGReader.h>
#include <vtkTexture.h>
#include <vtkTextureMapToCylinder.h>
#include <vtkTransformTextureCoords.h>

int main(int argc, char* argv[])
{
	if (argc < 2)
	{
		std::cout << "Usage: " << argv[0] << " texture(.jpg)" << std::endl;
		return EXIT_FAILURE;
	}

	// Create a Cylinder
	vtkSmartPointer<vtkCylinderSource> cylinderSource = 
		vtkSmartPointer<vtkCylinderSource>::New();
	cylinderSource->SetHeight(10.0);
	cylinderSource->SetCenter(0.0, 0.0, 0.0);
	cylinderSource->SetRadius(2.0);
	cylinderSource->SetResolution(50);

	// Load a jpeg file
	vtkSmartPointer<vtkJPEGReader> jpegReader =
		vtkSmartPointer<vtkJPEGReader>::New();
	jpegReader->SetFileName(argv[1]);

	vtkSmartPointer<vtkTexture> texture =
		vtkSmartPointer<vtkTexture>::New();
	texture->SetInputConnection(jpegReader->GetOutputPort());
	texture->InterpolateOn();

	// map two-dimensional to three-dimensional, use cylinder
	vtkSmartPointer<vtkTextureMapToCylinder> textureMap =
		vtkSmartPointer<vtkTextureMapToCylinder>::New();
	textureMap->SetInputConnection(cylinderSource->GetOutputPort());

	vtkSmartPointer<vtkTransformTextureCoords> transformTextureCoords =
		vtkSmartPointer<vtkTransformTextureCoords>::New();
	transformTextureCoords->SetInputConnection(textureMap->GetOutputPort());
	//transformTextureCoords->SetScale(1, 1, 0);

	vtkSmartPointer<vtkPolyDataMapper> cylinderMapper =
		vtkSmartPointer<vtkPolyDataMapper>::New();
	cylinderMapper->SetInputConnection(/*textureMap*/transformTextureCoords->GetOutputPort());

	vtkSmartPointer<vtkActor> cylinderActor =
		vtkSmartPointer<vtkActor>::New();
	cylinderActor->SetMapper(cylinderMapper);
	cylinderActor->SetTexture(texture);

	vtkSmartPointer<vtkRenderer> renderer =
		vtkSmartPointer<vtkRenderer>::New();
	vtkSmartPointer<vtkRenderWindow> renderWindow =
		vtkSmartPointer<vtkRenderWindow>::New();
	renderWindow->SetSize(600, 600);
	renderWindow->AddRenderer(renderer);
	vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
		vtkSmartPointer<vtkRenderWindowInteractor>::New();
	renderWindowInteractor->SetRenderWindow(renderWindow);

	renderer->AddActor(cylinderActor);

	renderWindow->Render();
	renderWindowInteractor->Start();

	return EXIT_SUCCESS;
}


How to create a cylinder
The key code

vtkSmartPointer<vtkTexture> texture =
	vtkSmartPointer<vtkTexture>::New();
texture->SetInputConnection(/*bmpReader*/jpegReader->GetOutputPort());
texture->InterpolateOn();

// map two-dimensional to three-dimensional, use cylinder
vtkSmartPointer<vtkTextureMapToCylinder> textureMap =
	vtkSmartPointer<vtkTextureMapToCylinder>::New();
textureMap->SetInputConnection(cylinderSource->GetOutputPort());

vtkSmartPointer<vtkTransformTextureCoords> transformTextureCoords =
	vtkSmartPointer<vtkTransformTextureCoords>::New();
transformTextureCoords->SetInputConnection(textureMap->GetOutputPort());
//transformTextureCoords->SetScale(1, 1, 0);

vtkSmartPointer<vtkPolyDataMapper> cylinderMapper =
	vtkSmartPointer<vtkPolyDataMapper>::New();
cylinderMapper->SetInputConnection(/*textureMap*/transformTextureCoords->GetOutputPort());

vtkSmartPointer<vtkActor> cylinderActor =
	vtkSmartPointer<vtkActor>::New();
cylinderActor->SetMapper(cylinderMapper);
cylinderActor->SetTexture(texture);

rendering

The complete code
Reference
VTK texture mapping principle introduction
VTK TransformTextRoots for texture mapping
VTK/Examples/Cxx/Texture/TexturedSphere