# SphereMap

VTKExamples/Cxx/Shaders/SphereMap

### Code

SphereMap.cxx

    /*=========================================================================

      Program:   Visualization Toolkit

      Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
      All rights reserved.
      See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

         This software is distributed WITHOUT ANY WARRANTY; without even
         the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
         PURPOSE.  See the above copyright notice for more information.

    =========================================================================*/

    #include <vtkSmartPointer.h>

    #include <vtkActor.h>
    #include <vtkCamera.h>
    #include <vtkImageData.h>
    #include <vtkInteractorStyleTrackballCamera.h>
    #include <vtkJPEGReader.h>
    #include <vtkOpenGLPolyDataMapper.h>
    #include <vtkOpenGLRenderWindow.h>
    #include <vtkXMLPolyDataReader.h>
    #include <vtkPolyDataNormals.h>
    #include <vtkProperty.h>
    #include <vtkRenderer.h>
    #include <vtkRenderWindow.h>
    #include <vtkRenderWindowInteractor.h>
    #include <vtkShaderProgram.h>
    #include <vtkSkybox.h>
    #include <vtkTexture.h>
    #include <vtkNamedColors.h>

    #include <vtkLight.h>

    //----------------------------------------------------------------------------
    int main(int argc, char *argv[])
    {
      vtkSmartPointer<vtkRenderer> renderer =
        vtkSmartPointer<vtkRenderer>::New();
      renderer->SetBackground(0.0, 0.0, 0.0);
      vtkSmartPointer<vtkRenderWindow> renderWindow =
        vtkSmartPointer<vtkRenderWindow>::New();
      renderWindow->SetSize(640, 480);
      renderWindow->AddRenderer(renderer);
      vtkSmartPointer<vtkRenderWindowInteractor> interactor =
        vtkSmartPointer<vtkRenderWindowInteractor>::New();
      interactor->SetRenderWindow(renderWindow);

      vtkSmartPointer<vtkLight> light =
        vtkSmartPointer<vtkLight>::New();
      light->SetLightTypeToSceneLight();
      light->SetPosition(1.0,7.0,1.0);
      renderer->AddLight(light);

      vtkSmartPointer<vtkXMLPolyDataReader> reader =
        vtkSmartPointer<vtkXMLPolyDataReader>::New();
      reader->SetFileName(argv[1]);

      vtkSmartPointer<vtkPolyDataNormals> norms =
        vtkSmartPointer<vtkPolyDataNormals>::New();
      norms->SetInputConnection(reader->GetOutputPort());

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

      // mipmapping works on many systems but is not
      // core 3.2 for cube maps. VTK will silently
      // ignore it if it is not supported. We commented it
      // out here to make valid images easier
      // texture->MipmapOn();

      vtkSmartPointer<vtkJPEGReader> imgReader =
        vtkSmartPointer<vtkJPEGReader>::New();
      imgReader->SetFileName(argv[2]);
      texture->SetInputConnection(imgReader->GetOutputPort());

      vtkSmartPointer<vtkOpenGLPolyDataMapper> mapper =
        vtkSmartPointer<vtkOpenGLPolyDataMapper>::New();
      mapper->SetInputConnection(norms->GetOutputPort());

      vtkSmartPointer<vtkActor> actor =
        vtkSmartPointer<vtkActor>::New();
      actor->SetPosition(0, 0, 0);
      actor->SetScale(6.0, 6.0, 6.0);
      actor->GetProperty()->SetSpecular(0.8);
      actor->GetProperty()->SetSpecularPower(20);
      actor->GetProperty()->SetDiffuse(0.1);
      actor->GetProperty()->SetAmbient(0.1);
      actor->GetProperty()->SetDiffuseColor(1.0,0.0,0.4);
      actor->GetProperty()->SetAmbientColor(0.4,0.0,1.0);
      renderer->AddActor(actor);
      actor->SetTexture(texture);
      actor->SetMapper(mapper);

      mapper->AddShaderReplacement(
        vtkShader::Vertex,
        "//VTK::PositionVC::Dec", // replace
        true, // before the standard replacements
        "//VTK::PositionVC::Dec\n" // we still want the default
        "out vec3 TexCoords;\n",
        false // only do it once
        );
      mapper->AddShaderReplacement(
        vtkShader::Vertex,
        "//VTK::PositionVC::Impl", // replace
        true, // before the standard replacements
        "//VTK::PositionVC::Impl\n" // we still want the default
        "vec3 camPos = -MCVCMatrix[3].xyz * mat3(MCVCMatrix);\n"
        "TexCoords.xyz = reflect(vertexMC.xyz - camPos, normalize(normalMC));\n",
        false // only do it once
        );
      mapper->AddShaderReplacement(
        vtkShader::Fragment,
        "//VTK::Light::Dec", // replace
        true, // before the standard replacements
        "//VTK::Light::Dec\n" // we still want the default
        "in vec3 TexCoords;\n",
        false // only do it once
        );
      mapper->AddShaderReplacement(
        vtkShader::Fragment,
        "//VTK::Light::Impl", // replace
        true, // before the standard replacements
        "//VTK::Light::Impl\n"
        "  float phix = length(vec2(TexCoords.x, TexCoords.z));\n"
        "  vec3 skyColor = texture(actortexture, vec2(0.5*atan(TexCoords.z, TexCoords.x)/3.1415927 + 0.5, atan(TexCoords.y,phix)/3.1415927 + 0.5)).xyz;\n"
        "  gl_FragData[0] = vec4(ambientColor + diffuse + specular + specularColor*skyColor, opacity);\n"
        , // we still want the default
        false // only do it once
        );

      vtkSmartPointer<vtkSkybox> world =
        vtkSmartPointer<vtkSkybox>::New();
      world->SetProjectionToSphere();
      world->SetTexture(texture);
      renderer->AddActor(world);

      renderer->GetActiveCamera()->SetPosition(0.0, 0.55, 2.0);
      renderer->GetActiveCamera()->SetFocalPoint(0.0, 0.55, 0.0);
      renderer->GetActiveCamera()->SetViewAngle(60.0);
      renderer->ResetCamera();
      renderer->GetActiveCamera()->Zoom(1.1);
      renderer->GetActiveCamera()->Azimuth(0);
      renderer->GetActiveCamera()->Elevation(5);
      renderer->ResetCameraClippingRange();

      renderWindow->Render();

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

      interactor->Start();

      return EXIT_SUCCESS;
    }

### CMakeLists.txt

    cmake_minimum_required(VERSION 2.8)

    PROJECT(SphereMap)

    find_package(VTK REQUIRED)
    include(${VTK_USE_FILE})

    add_executable(SphereMap MACOSX_BUNDLE SphereMap.cxx )

    target_link_libraries(SphereMap ${VTK_LIBRARIES})

### Download and Build SphereMap

Click here to download SphereMap and its CMakeLists.txt file. Once the tarball SphereMap.tar has been downloaded and extracted,

    cd SphereMap/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:

    ./SphereMap

WINDOWS USERS

Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.