Visualization LibraryA lightweight C++ OpenGL middleware for 2D/3D graphics |
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| Edge Rendering Off | Silhouettes | Silhouettes + Creases | Silhouettes + Creases + Hidden Lines |
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| Cartoonish models with silhouette enhancement | |||
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| Hidden line removal wireframe | |||
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In this tutorial we will implement a simple application capable of loading models by drag&drop and applying edge enhancement and hidden line removal wireframe rendering to the whole scene. The user will also be able to interactively switch on and off various edge rendering features:
| Key | Mode |
|---|---|
| '1' | edge rendering off |
| '2' | edge rendering on: silhouette only |
| '3' | edge rendering on: silhouette + creases |
| '4' | edge rendering on: silhouette + creases + hidden lines |
| '5' | hidden line removal wireframe: silhouette + creases |
| '6' | hidden line removal wireframe: silhouette + creases + hidden lines |
The edges are always extracted from the triangles or quads that are part of a vl::Geometry and can be of three types: silhouette edges, crease edges and boundary edges.
For more information see also vl::EdgeExtractor and vl::EdgeRenderer.
[From App_EdgeRendering.hpp]
class App_EdgeRendering: public BaseDemo { public: void setupScene() { // setup common states vl::ref<vl::Light> camera_light = new vl::Light(0); vl::ref<vl::EnableSet> enables = new vl::EnableSet; enables->enable(vl::EN_DEPTH_TEST); enables->enable(vl::EN_LIGHTING); // red material fx vl::ref<vl::Effect> red_fx = new vl::Effect; red_fx->shader()->setEnableSet(enables.get()); red_fx->shader()->gocMaterial()->setDiffuse(vlut::red); red_fx->shader()->setRenderState(camera_light.get()); // green material fx vl::ref<vl::Effect> green_fx = new vl::Effect; green_fx->shader()->setEnableSet(enables.get()); green_fx->shader()->gocMaterial()->setDiffuse(vlut::green); green_fx->shader()->setRenderState(camera_light.get()); // blue material fx vl::ref<vl::Effect> yellow_fx = new vl::Effect; yellow_fx->shader()->setEnableSet(enables.get()); yellow_fx->shader()->gocMaterial()->setDiffuse(vlut::yellow); yellow_fx->shader()->setRenderState(camera_light.get()); // add box, cylinder, cone actors to the scene vl::ref<vl::Geometry> geom1 = vlut::makeBox (vl::vec3(-7,0,0),5,5,5); vl::ref<vl::Geometry> geom2 = vlut::makeCylinder(vl::vec3(0,0,0), 5,5, 10,2, true, true); vl::ref<vl::Geometry> geom3 = vlut::makeCone (vl::vec3(+7,0,0),5,5, 20, true); // needed since we enabled the lighting geom1->computeNormals(); geom2->computeNormals(); geom3->computeNormals(); // add the actors to the scene mSceneManager->tree()->addActor( geom1.get(), red_fx.get(), mSolidRendering->transform() ); mSceneManager->tree()->addActor( geom2.get(), green_fx.get(), mSolidRendering->transform() ); mSceneManager->tree()->addActor( geom3.get(), yellow_fx.get(), mSolidRendering->transform() ); } void initEvent() { BaseDemo::initEvent(); // initialize our renderings to use the camera, the scene-manager, rendering target etc. from the default renderingTree() mSolidRendering = new vl::Rendering; *mSolidRendering = *(vl::VisualizationLibrary::rendering()->as<vl::Rendering>()); mEdgeRendering = new vl::Rendering; *mEdgeRendering = *(vl::VisualizationLibrary::rendering()->as<vl::Rendering>()); /* Outline of our rendering tree: renderingTree() <- empty rendering / \ / \ mSolidRendering mEdgeRendering <- first calls the solid rendering, then calls the edge rendering */ // install the new rendering tree vl::ref<vl::RenderingTree> render_tree = new vl::RenderingTree; vl::VisualizationLibrary::setRendering(render_tree.get()); render_tree->subRenderings()->push_back(mSolidRendering.get()); render_tree->subRenderings()->push_back(mEdgeRendering.get()); // bind the scene manager containing the actors to be rendered to both the solid and the edge rendering mSceneManager = new vl::SceneManagerActorTree; mSolidRendering->sceneManagers()->push_back(mSceneManager.get()); mEdgeRendering ->sceneManagers()->push_back(mSceneManager.get()); // bind an vl::EdgeRenderer to the mEdgeRendering in order to perform automatic edge extraction and rendering. // we set the clear flags to be vl::CF_CLEAR_DEPTH (by default is set to CF_CLEAR_COLOR_DEPTH) because when the // wireframe rendering starts we want to preserve the color-buffer as generated by the solid rendering but we // want to clear the Z-buffer as it is needed by the hidden-line-removal algorithm implemented by vl::EdgeRenderer. mEdgeRenderer = new vl::EdgeRenderer; mEdgeRendering->setRenderer( mEdgeRenderer.get() ); mEdgeRendering->setClearFlags(vl::CF_CLEAR_DEPTH); // hidden line and crease options mEdgeRenderer->setShowHiddenLines(true); mEdgeRenderer->setShowCreases(true); mEdgeRenderer->setCreaseAngle(35.0f); // style options mEdgeRenderer->setLineWidth(2.0f); mEdgeRenderer->setSmoothLines(true); mEdgeRenderer->setDefaultLineColor(vlut::black); // fills mSceneManager with a few actors. // the beauty of this system is that you setup your actors ony once in a single scene managers and // they will be rendered twice, first using a normal renderer and then using the wireframe renderer. setupScene(); } // user controls: // '1' = edge rendering off. // '2' = edge rendering on: silhouette only. // '3' = edge rendering on: silhouette + creases. // '4' = edge rendering on: silhouette + creases + hidden lines. // '5' = hidden line removal wireframe: silhouette + creases. // '6' = hidden line removal wireframe: silhouette + creases + hidden lines. void keyPressEvent(unsigned short ch, vl::EKey key) { BaseDemo::keyPressEvent(ch, key); if (ch == '1') { mSolidRendering->setEnableMask(0xFFFFFFFF); mEdgeRendering->setEnableMask(0); vl::Log::print("Edge rendering disabled.\n"); } else if (ch == '2') { mSolidRendering->setEnableMask(0xFFFFFFFF); // preserve color buffer, clear depth buffer mEdgeRendering->setClearFlags(vl::CF_CLEAR_DEPTH); mEdgeRendering->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(false); mEdgeRenderer->setShowHiddenLines(false); vl::Log::print("Edge rendering enabled. Creases = off, hidden lines = off.\n"); } else if (ch == '3') { mSolidRendering->setEnableMask(0xFFFFFFFF); // preserve color buffer, clear depth buffer mEdgeRendering->setClearFlags(vl::CF_CLEAR_DEPTH); mEdgeRendering->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(true); mEdgeRenderer->setShowHiddenLines(false); vl::Log::print("Edge rendering enabled. Creases = on, hidden lines = off.\n"); } else if (ch == '4') { mSolidRendering->setEnableMask(0xFFFFFFFF); // preserve color buffer, clear depth buffer mEdgeRendering->setClearFlags(vl::CF_CLEAR_DEPTH); mEdgeRendering->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(true); mEdgeRenderer->setShowHiddenLines(true); vl::Log::print("Edge rendering enabled. Creases = on, hidden lines = on.\n"); } else if (ch == '5') { mSolidRendering->setEnableMask(0); // clear color and depth buffer mEdgeRendering->setClearFlags(vl::CF_CLEAR_COLOR_DEPTH); mEdgeRendering->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(true); mEdgeRenderer->setShowHiddenLines(false); vl::Log::print("Hidden line removal wireframe enabled. Creases = on, hidden lines = off.\n"); } if (ch == '6') { mSolidRendering->setEnableMask(0); // clear color and depth buffer mEdgeRendering->setClearFlags(vl::CF_CLEAR_COLOR_DEPTH); mEdgeRendering->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(true); mEdgeRenderer->setShowHiddenLines(true); vl::Log::print("Hidden line removal wireframe enabled. Creases = on, hidden lines = on.\n"); } } void resizeEvent(int /*w*/, int /*h*/) { // solid rendering: update viewport and projection matrix mSolidRendering->camera()->viewport()->setWidth(mSolidRendering->renderTarget()->width()); mSolidRendering->camera()->viewport()->setHeight(mSolidRendering->renderTarget()->height()); mSolidRendering->camera()->setProjectionAsPerspective(); // edge rendering: update viewport and projection matrix mEdgeRendering->camera()->viewport()->setWidth(mEdgeRendering->renderTarget()->width()); mEdgeRendering->camera()->viewport()->setHeight(mEdgeRendering->renderTarget()->height()); mEdgeRendering->camera()->setProjectionAsPerspective(); } void loadModel(const std::vector<vl::String>& files) { // resets the scene mSceneManager->tree()->actors()->clear(); // resets the EdgeRenderer cache mEdgeRenderer->clearCache(); for(unsigned int i=0; i<files.size(); ++i) { vl::ref<vl::ResourceDatabase> resource_db = vl::loadResource(files[i],true); if (!resource_db || resource_db->count<vl::Actor>() == 0) { vl::Log::error("No data found.\n"); continue; } std::vector< vl::ref<vl::Actor> > actors; resource_db->get<vl::Actor>(actors); for(unsigned i=0; i<actors.size(); ++i) { vl::ref<vl::Actor> actor = actors[i].get(); // define a reasonable Shader actor->effect()->shader()->setRenderState( new vl::Light(0) ); actor->effect()->shader()->enable(vl::EN_DEPTH_TEST); actor->effect()->shader()->enable(vl::EN_LIGHTING); actor->effect()->shader()->gocLightModel()->setTwoSide(true); // add the actor to the scene mSceneManager->tree()->addActor( actor.get() ); } } // position the camera to nicely see the objects in the scene trackball()->adjustView( mSceneManager.get(), vl::vec3(0,0,1)/*direction*/, vl::vec3(0,1,0)/*up*/, 1.0f/*bias*/ ); } // laod the files dropped in the window void fileDroppedEvent(const std::vector<vl::String>& files) { loadModel(files); } protected: vl::ref< vl::EdgeRenderer > mEdgeRenderer; vl::ref<vl::Rendering> mSolidRendering; vl::ref<vl::Rendering> mEdgeRendering; vl::ref<vl::SceneManagerActorTree> mSceneManager; }; // Have fun!