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# -*- coding: utf-8 -*-
"""
Created on Mon Jul 9 20:41:35 2018
@author: Ashutosh
"""
import vtk
case = 3
#### Case 1 for normal rendering of a line WITHOUT any Geometric Shader
#### Case 2 for using SetRenderLinesAsTubes to render with the help of WideLineGS
#### Case 3 for manually injecting Geometry Shader (NOT WORKING)
lineSource = vtk.vtkLineSource()
lineSource.SetPoint1([1.0, 0.0, 0.0])
lineSource.SetPoint2([0.0, 1.0, 0.0])
mapper = vtk.vtkOpenGLPolyDataMapper()
mapper.SetInputConnection(lineSource.GetOutputPort())
actor = vtk.vtkActor()
actor.SetMapper(mapper)
actor.GetProperty().SetLineWidth(20)
if case == 2:
actor.GetProperty().SetRenderLinesAsTubes(1)
if case == 3:
mapper.SetGeometryShaderCode(
"//VTK::PositionVC::Dec\n"
"//VTK::Color::Dec\n"
"//VTK::Normal::Dec\n"
"//VTK::Light::Dec\n"
"//VTK::TCoord::Dec\n"
"//VTK::Picking::Dec\n"
"//VTK::DepthPeeling::Dec\n"
"//VTK::Clip::Dec\n"
"//VTK::Output::Dec\n"
# "uniform vec2 lineWidthNVC;\n"
"layout(lines) in;\n"
"layout(triangle_strip, max_vertices = 4) out;\n"
"void main() {\n"
"vec2 normal = normalize(\n"
"gl_in[1].gl_Position.xy/gl_in[1].gl_Position.w - gl_in[0].gl_Position.xy/gl_in[0].gl_Position.w);\n"
"normal = vec2(-1.0*normal.y,normal.x);\n"
"for (int j = 0; j < 4; j++){\n"
"int i = j/2;\n"
"//VTK::PrimID::Impl\n"
"//VTK::Clip::Impl\n"
"//VTK::Color::Impl\n"
"//VTK::Normal::Impl\n"
"//VTK::Light::Impl\n"
"//VTK::TCoord::Impl\n"
"//VTK::DepthPeeling::Impl\n"
"//VTK::Picking::Impl\n"
"//VTK::PositionVC::Impl\n"
"gl_Position = vec4(\n"
"gl_in[i].gl_Position.xy + (vec2(0.1, 0.1)*normal)*((j+1)%2 - 0.5)*gl_in[i].gl_Position.w, gl_in[i].gl_Position.z, gl_in[i].gl_Position.w);\n"
"EmitVertex();\n"
"}\n"
"EndPrimitive();\n"
"}\n"
)
renderer = vtk.vtkRenderer()
renderWindow = vtk.vtkRenderWindow()
renderWindow.AddRenderer(renderer)
renderWindowInteractor = vtk.vtkRenderWindowInteractor()
renderWindowInteractor.SetRenderWindow(renderWindow)
renderer.AddActor(actor)
renderWindow.Render()
renderWindowInteractor.Start()