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# MarbleShader

VTKEx/Cxx/Shaders/MarbleShader

### Description

This example shows how to add user functions to a VTK shader. The example's fragment shader uses an implementation of Ken Perlin's noise function. Perlin received a Technical Achievement Academy Award for his work procedural texture.

The file for the shader code is here..

Usage

MarbleShader PerlnNoise.glsl [polydataFile] [veincolor(1,1,1)] [veinfreq(10)] [veinlevels(2)] [warpfreq(1)] [warping(.5)] [sharpness(8)]

Cite

Perlin's original Siggraph Paper.

Cite

This shader is inspired by Larry Gritz's veined marble shader.

Question

If you have a simple question about this example contact us at VTKExProject If your question is more complex and may require extended discussion, please use the VTK Discourse Forum

### Code

MarbleShader.cxx

    #include <vtkActor.h>
    #include <vtkCamera.h>
    #include <vtkNamedColors.h>
    #include <vtkOpenGLPolyDataMapper.h>
    #include <vtkProperty.h>
    #include <vtkRenderWindow.h>
    #include <vtkRenderWindowInteractor.h>
    #include <vtkRenderer.h>
    #include <vtkShaderProgram.h>
    #include <vtkSmartPointer.h>
    #include <vtkTransform.h>
    #include <vtkTransformPolyDataFilter.h>
    #include <vtkTriangleFilter.h>
    #include <vtkTriangleMeshPointNormals.h>
    #include <vtkVersion.h>
    #include <vtksys/SystemTools.hxx>

    #include <vtkBYUReader.h>
    #include <vtkOBJReader.h>
    #include <vtkPLYReader.h>
    #include <vtkPolyDataReader.h>
    #include <vtkSTLReader.h>
    #include <vtkSphereSource.h>
    #include <vtkXMLPolyDataReader.h>

    #if VTK_VERSION_NUMBER >= 89000000000ULL
    #define USE_SHADER_PROPERTIES 1
    #include <vtkShaderProperty.h>
    #endif

    #include <fstream>
    #include <sstream>

    namespace {
    // -----------------------------------------------------------------------
    // Update uniform variables in the shader for each render. We do this with a
    // callback for the UpdateShaderEvent
    class ShaderCallback : public vtkCommand
    {
    public:
      static ShaderCallback* New()
      {
        return new ShaderCallback;
      }
      vtkRenderer* Renderer;
      float veincolor[3];
      float veinfreq;
      int veinlevels;
      float warpfreq;
      float warping;
      float sharpness;

      void Execute(vtkObject*, unsigned long, void* calldata) override
      {
        vtkShaderProgram* program = reinterpret_cast<vtkShaderProgram*>(calldata);
        if (program)
        {
          program->SetUniform3f("veincolor", veincolor);
          program->SetUniformf("veinfreq", veinfreq);
          program->SetUniformi("veinlevels", veinlevels);
          program->SetUniformf("warpfreq", warpfreq);
          program->SetUniformf("warping", warping);
          program->SetUniformf("sharpness", sharpness);
        }
      }
      void Print(std::ostream& os)
      {
        os << "veincolor: " << veincolor[0] << ", " << veincolor[1] << ", "
           << veincolor[2] << std::endl;
        os << "veinfreq: " << veinfreq << std::endl;
        os << "veinlevels: " << veinlevels << std::endl;
        os << "warpfreq: " << warpfreq << std::endl;
        os << "warping: " << warping << std::endl;
        os << "sharpness: " << sharpness << std::endl;
      }

      ShaderCallback()
      {
        this->Renderer = nullptr;
        this->veincolor[0] = this->veincolor[1] = this->veincolor[2] = 1.0;
        this->veinfreq = 10.0;
        this->veinlevels = 2;
        this->warpfreq = 1.0;
        this->warping = .5;
        this->sharpness = 8.0;
      }
    };
    } // namespace
    namespace {
    vtkSmartPointer<vtkPolyData> ReadPolyData(const char* fileName);
    }

    //----------------------------------------------------------------------------
    int main(int argc, char* argv[])
    {
      if (argc < 2)
      {
        std::cout << "Usage: " << argv[0] << " PerlnNoise.glsl "
                  << "[polydataFile] "
                  << "[veincolor(1,1,1)] "
                  << "[veinfreq(10)] "
                  << "[veinlevels(2)] "
                  << "[warpfreq(1)] "
                  << "[warping(.5)] "
                  << "[sharpness(8)]" << std::endl;
        return EXIT_FAILURE;
      }

      auto polyData = ReadPolyData(2 ? argv[2] : "");

      std::ifstream shaderFile(argv[1]);
      std::ostringstream shaderCode;
      shaderCode << shaderFile.rdbuf();

      // Create a transform to rescale model
      double center[3];
      polyData->GetCenter(center);
      double bounds[6];
      polyData->GetBounds(bounds);
      double maxBound =
          std::max(std::max(bounds[1] - bounds[0], bounds[3] - bounds[2]),
                   bounds[5] - bounds[4]);

      auto colors = vtkSmartPointer<vtkNamedColors>::New();

      auto actor = vtkSmartPointer<vtkActor>::New();

      auto renderer = vtkSmartPointer<vtkRenderer>::New();
      auto mapper = vtkSmartPointer<vtkOpenGLPolyDataMapper>::New();
      renderer->SetBackground(colors->GetColor3d("SlateGray").GetData());

      auto renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
      renderWindow->SetSize(640, 480);
      renderWindow->AddRenderer(renderer);
      renderer->AddActor(actor);

      auto interactor = vtkSmartPointer<vtkRenderWindowInteractor>::New();
      interactor->SetRenderWindow(renderWindow);

      // Rescale polydata to [-1,1]
      auto userTransform = vtkSmartPointer<vtkTransform>::New();
      userTransform->Translate(-center[0], -center[1], -center[2]);
      userTransform->Scale(1.0 / maxBound, 1.0 / maxBound, 1.0 / maxBound);
      auto transform = vtkSmartPointer<vtkTransformPolyDataFilter>::New();
      transform->SetTransform(userTransform);
      transform->SetInputData(polyData);

      auto triangles = vtkSmartPointer<vtkTriangleFilter>::New();
      triangles->SetInputConnection(transform->GetOutputPort());

      auto norms = vtkSmartPointer<vtkTriangleMeshPointNormals>::New();
      norms->SetInputConnection(triangles->GetOutputPort());

      mapper->SetInputConnection(norms->GetOutputPort());
      mapper->ScalarVisibilityOff();

      actor->SetMapper(mapper);
      actor->GetProperty()->SetDiffuse(1.0);
      actor->GetProperty()->SetDiffuseColor(
          colors->GetColor3d("ivoryblack").GetData());
      actor->GetProperty()->SetSpecular(.5);
      actor->GetProperty()->SetSpecularPower(5);

      // Modify the vertex shader to pass the position of the vertex
    #if USE_SHADER_PROPERTIES
      vtkShaderProperty* sp = actor->GetShaderProperty();
      sp->AddVertexShaderReplacement(
          "//VTK::Normal::Dec",  // replace the normal block
          true,                  // before the standard replacements
          "//VTK::Normal::Dec\n" // we still want the default
          "  out vec4 myVertexMC;\n",
          false // only do it once
      );
    #else
      mapper->AddShaderReplacement(
          vtkShader::Vertex,
          "//VTK::Normal::Dec",  // replace the normal block
          true,                  // before the standard replacements
          "//VTK::Normal::Dec\n" // we still want the default
          "  out vec4 myVertexMC;\n",
          false // only do it once
      );
    #endif
    #if USE_SHADER_PROPERTIES
      sp->AddVertexShaderReplacement(
          "//VTK::Normal::Impl",  // replace the normal block
          true,                   // before the standard replacements
          "//VTK::Normal::Impl\n" // we still want the default
          "  myVertexMC = vertexMC;\n",
          false // only do it once
      );

    #else
      mapper->AddShaderReplacement(
          vtkShader::Vertex,
          "//VTK::Normal::Impl",  // replace the normal block
          true,                   // before the standard replacements
          "//VTK::Normal::Impl\n" // we still want the default
          "  myVertexMC = vertexMC;\n",
          false // only do it once
      );

    #endif

      // Add the code to generate noise
      // These functions need to be defined outside of main. Use the System::Dec
      // to declare and implement
    #if USE_SHADER_PROPERTIES
      sp->AddFragmentShaderReplacement("//VTK::System::Dec",
                                       false, // before the standard replacements
                                       shaderCode.str(),
                                       false // only do it once
      );
    #else
      mapper->AddShaderReplacement(vtkShader::Fragment, "//VTK::System::Dec",
                                   false, // before the standard replacements
                                   shaderCode.str(),
                                   false // only do it once
      );
    #endif
    // Define varying and uniforms for the fragment shader here
    #if USE_SHADER_PROPERTIES
      sp->AddFragmentShaderReplacement(
          "//VTK::Normal::Dec",  // replace the normal block
          true,                  // before the standard replacements
          "//VTK::Normal::Dec\n" // we still want the default
          "  varying vec4 myVertexMC;\n"
          "  uniform vec3 veincolor = vec3(1.0, 1.0, 1.0);\n"
          "  uniform float veinfreq = 10.0;\n"
          "  uniform int veinlevels = 2;\n"
          "  uniform float warpfreq = 1;\n"
          "  uniform float warping = .5;\n"
          "  uniform float sharpness = 8.0;\n",
          false // only do it once
      );
    #else
      mapper->AddShaderReplacement(
          vtkShader::Fragment,   // in the fragment shader
          "//VTK::Normal::Dec",  // replace the normal block
          true,                  // before the standard replacements
          "//VTK::Normal::Dec\n" // we still want the default
          "  varying vec4 myVertexMC;\n"
          "  uniform vec3 veincolor = vec3(1.0, 1.0, 1.0);\n"
          "  uniform float veinfreq = 10.0;\n"
          "  uniform int veinlevels = 2;\n"
          "  uniform float warpfreq = 1;\n"
          "  uniform float warping = .5;\n"
          "  uniform float sharpness = 8.0;\n",
          false // only do it once
      );
    #endif

    #if USE_SHADER_PROPERTIES
      sp->AddFragmentShaderReplacement(
          "//VTK::Light::Impl",  // replace the light block
          false,                 // after the standard replacements
          "//VTK::Light::Impl\n" // we still want the default calc
          "\n"
          "#define pnoise(x) ((noise(x) + 1.0) / 2.0)\n"
          "#define snoise(x) (2.0 * pnoise(x) - 1.0)\n"
          "  vec3 Ct;\n"
          "  int i;\n"
          "  float turb, freq;\n"
          "  float turbsum;\n"
          "  /* perturb the lookup */\n"
          "  freq = 1.0;\n"
          "  vec4 offset = vec4(0.0,0.0,0.0,0.0);\n"
          "  vec4 noisyPoint;\n"
          "  vec4 myLocalVertexMC = myVertexMC;\n"
          "\n"
          "    for (i = 0;  i < 6;  i += 1) {\n"
          "      noisyPoint[0] = snoise(warpfreq * freq * myLocalVertexMC);\n"
          "      noisyPoint[1] = snoise(warpfreq * freq * myLocalVertexMC);\n"
          "      noisyPoint[2] = snoise(warpfreq * freq * myLocalVertexMC);\n"
          "      noisyPoint[3] = 1.0;\n"
          "      offset += 2.0 * warping * (noisyPoint - 0.5)  / freq;\n"
          "      freq *= 2.0;\n"
          "    }\n"
          "    myLocalVertexMC.x += offset.x;\n"
          "    myLocalVertexMC.y += offset.y;\n"
          "    myLocalVertexMC.z += offset.z;\n"
          "\n"
          "    /* Now calculate the veining function for the lookup area */\n"
          "    turbsum = 0.0;  freq = 1.0;\n"
          "    myLocalVertexMC *= veinfreq;\n"
          "    for (i = 0;  i < veinlevels;  i += 1) {\n"
          "      turb = abs (snoise (myLocalVertexMC));\n"
          "      turb = pow (smoothstep (0.8, 1.0, 1.0 - turb), sharpness) / "
          "freq;\n"
          "      turbsum += (1.0-turbsum) * turb;\n"
          "      freq *= 1.5;\n"
          "      myLocalVertexMC *= 1.5;\n"
          "    }\n"
          "\n"
          "    Ct = mix (diffuseColor, veincolor, turbsum);\n"
          "\n"
          "  fragOutput0.rgb = opacity * (ambientColor + Ct + specular);\n"
          "  fragOutput0.a = opacity;\n",
          false // only do it once
      );
    #else
      mapper->AddShaderReplacement(
          vtkShader::Fragment,   // in the fragment shader
          "//VTK::Light::Impl",  // replace the light block
          false,                 // after the standard replacements
          "//VTK::Light::Impl\n" // we still want the default calc
          "\n"
          "#define pnoise(x) ((noise(x) + 1.0) / 2.0)\n"
          "#define snoise(x) (2.0 * pnoise(x) - 1.0)\n"
          "  vec3 Ct;\n"
          "  int i;\n"
          "  float turb, freq;\n"
          "  float turbsum;\n"
          "  /* perturb the lookup */\n"
          "  freq = 1.0;\n"
          "  vec4 offset = vec4(0.0,0.0,0.0,0.0);\n"
          "  vec4 noisyPoint;\n"
          "  vec4 myLocalVertexMC = myVertexMC;\n"
          "\n"
          "    for (i = 0;  i < 6;  i += 1) {\n"
          "      noisyPoint[0] = snoise(warpfreq * freq * myLocalVertexMC);\n"
          "      noisyPoint[1] = snoise(warpfreq * freq * myLocalVertexMC);\n"
          "      noisyPoint[2] = snoise(warpfreq * freq * myLocalVertexMC);\n"
          "      noisyPoint[3] = 1.0;\n"
          "      offset += 2.0 * warping * (noisyPoint - 0.5)  / freq;\n"
          "      freq *= 2.0;\n"
          "    }\n"
          "    myLocalVertexMC.x += offset.x;\n"
          "    myLocalVertexMC.y += offset.y;\n"
          "    myLocalVertexMC.z += offset.z;\n"
          "\n"
          "    /* Now calculate the veining function for the lookup area */\n"
          "    turbsum = 0.0;  freq = 1.0;\n"
          "    myLocalVertexMC *= veinfreq;\n"
          "    for (i = 0;  i < veinlevels;  i += 1) {\n"
          "      turb = abs (snoise (myLocalVertexMC));\n"
          "      turb = pow (smoothstep (0.8, 1.0, 1.0 - turb), sharpness) / "
          "freq;\n"
          "      turbsum += (1.0-turbsum) * turb;\n"
          "      freq *= 1.5;\n"
          "      myLocalVertexMC *= 1.5;\n"
          "    }\n"
          "\n"
          "    Ct = mix (diffuseColor, veincolor, turbsum);\n"
          "\n"
          "  fragOutput0.rgb = opacity * (ambientColor + Ct + specular);\n"
          "  fragOutput0.a = opacity;\n",
          false // only do it once
      );
    #endif

      auto myCallback = vtkSmartPointer<ShaderCallback>::New();
      myCallback->Renderer = renderer;
      if (argc == 6)
      {
        myCallback->veincolor[0] = atof(argv[3]);
        myCallback->veincolor[1] = atof(argv[4]);
        myCallback->veincolor[2] = atof(argv[5]);
      }
      if (argc == 7)
      {
        myCallback->veincolor[0] = atof(argv[3]);
        myCallback->veincolor[1] = atof(argv[4]);
        myCallback->veincolor[2] = atof(argv[5]);
        myCallback->veinfreq = atof(argv[6]);
      }
      if (argc == 8)
      {
        myCallback->veincolor[0] = atof(argv[3]);
        myCallback->veincolor[1] = atof(argv[4]);
        myCallback->veincolor[2] = atof(argv[5]);
        myCallback->veinfreq = atof(argv[6]);
        myCallback->veinlevels = atoi(argv[7]);
      }
      if (argc == 9)
      {
        myCallback->veincolor[0] = atof(argv[3]);
        myCallback->veincolor[1] = atof(argv[4]);
        myCallback->veincolor[2] = atof(argv[5]);
        myCallback->veinfreq = atof(argv[6]);
        myCallback->veinlevels = atoi(argv[7]);
        myCallback->warpfreq = atof(argv[8]);
      }
      if (argc == 10)
      {
        myCallback->veincolor[0] = atof(argv[3]);
        myCallback->veincolor[1] = atof(argv[4]);
        myCallback->veincolor[2] = atof(argv[5]);
        myCallback->veinfreq = atof(argv[6]);
        myCallback->veinlevels = atoi(argv[7]);
        myCallback->warpfreq = atof(argv[8]);
        myCallback->warping = atof(argv[9]);
      }
      if (argc == 11)
      {
        myCallback->veincolor[0] = atof(argv[3]);
        myCallback->veincolor[1] = atof(argv[4]);
        myCallback->veincolor[2] = atof(argv[5]);
        myCallback->veinfreq = atof(argv[6]);
        myCallback->veinlevels = atoi(argv[7]);
        myCallback->warpfreq = atof(argv[8]);
        myCallback->warping = atof(argv[9]);
        myCallback->sharpness = atof(argv[10]);
      }
      std::cout << "Input: " << (argc > 2 ? argv[2] : "Generated Sphere")
                << std::endl;
      myCallback->Print(std::cout);
      mapper->AddObserver(vtkCommand::UpdateShaderEvent, myCallback);

      renderWindow->Render();
      renderer->GetActiveCamera()->SetPosition(-.3, 0, .08);
      renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0);
      renderer->GetActiveCamera()->SetViewUp(.26, 0.0, .96);
      renderer->ResetCamera();
      renderer->GetActiveCamera()->Zoom(1.5);
      renderWindow->Render();
      renderWindow->SetWindowName("MarbleShader");
      renderWindow->Render();
      interactor->Start();

      transform->GetOutput()->GetBounds(bounds);
      std::cout << "Range: "
                << " x " << bounds[1] - bounds[0] << " y " << bounds[3] - bounds[2]
                << " y " << bounds[5] - bounds[4] << std::endl;
      return EXIT_SUCCESS;
    }

    namespace {
    vtkSmartPointer<vtkPolyData> ReadPolyData(const char* fileName)
    {
      vtkSmartPointer<vtkPolyData> polyData;
      std::string extension =
          vtksys::SystemTools::GetFilenameExtension(std::string(fileName));
      if (extension == ".ply")
      {
        auto reader = vtkSmartPointer<vtkPLYReader>::New();
        reader->SetFileName(fileName);
        reader->Update();
        polyData = reader->GetOutput();
      }
      else if (extension == ".vtp")
      {
        auto reader = vtkSmartPointer<vtkXMLPolyDataReader>::New();
        reader->SetFileName(fileName);
        reader->Update();
        polyData = reader->GetOutput();
      }
      else if (extension == ".obj")
      {
        auto reader = vtkSmartPointer<vtkOBJReader>::New();
        reader->SetFileName(fileName);
        reader->Update();
        polyData = reader->GetOutput();
      }
      else if (extension == ".stl")
      {
        auto reader = vtkSmartPointer<vtkSTLReader>::New();
        reader->SetFileName(fileName);
        reader->Update();
        polyData = reader->GetOutput();
      }
      else if (extension == ".vtk")
      {
        auto reader = vtkSmartPointer<vtkPolyDataReader>::New();
        reader->SetFileName(fileName);
        reader->Update();
        polyData = reader->GetOutput();
      }
      else if (extension == ".g")
      {
        auto reader = vtkSmartPointer<vtkBYUReader>::New();
        reader->SetGeometryFileName(fileName);
        reader->Update();
        polyData = reader->GetOutput();
      }
      else
      {
        auto source = vtkSmartPointer<vtkSphereSource>::New();
        source->SetPhiResolution(25);
        source->SetThetaResolution(25);
        source->Update();
        polyData = source->GetOutput();
      }
      return polyData;
    }
    } // namespace

### CMakeLists.txt

    cmake_minimum_required(VERSION 3.3 FATAL_ERROR)

    project(MarbleShader)

    find_package(VTK COMPONENTS
      vtkvtkCommonColor
      vtkvtkCommonCore
      vtkvtkCommonTransforms
      vtkvtkFiltersCore
      vtkvtkFiltersGeneral
      vtkvtkFiltersSources
      vtkvtkIOGeometry
      vtkvtkIOLegacy
      vtkvtkIOPLY
      vtkvtkIOXML
      vtkvtkInteractionStyle
      vtkvtkRenderingContextOpenGL2
      vtkvtkRenderingCore
      vtkvtkRenderingFreeType
      vtkvtkRenderingGL2PSOpenGL2
      vtkvtkRenderingOpenGL2 QUIET)
    if (NOT VTK_FOUND)
      message("Skipping MarbleShader: ${VTK_NOT_FOUND_MESSAGE}")
      return ()
    endif()
    message (STATUS "VTK_VERSION: ${VTK_VERSION}")
    if (VTK_VERSION VERSION_LESS "8.90.0")
      # old system
      include(${VTK_USE_FILE})
      add_executable(MarbleShader MACOSX_BUNDLE MarbleShader.cxx )
      target_link_libraries(MarbleShader PRIVATE ${VTK_LIBRARIES})
    else ()
      # include all components
      add_executable(MarbleShader MACOSX_BUNDLE MarbleShader.cxx )
      target_link_libraries(MarbleShader PRIVATE ${VTK_LIBRARIES})
      # vtk_module_autoinit is needed
      vtk_module_autoinit(
        TARGETS MarbleShader
        MODULES ${VTK_LIBRARIES}
        )
    endif ()

### Download and Build MarbleShader

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

    cd MarbleShader/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:

    ./MarbleShader

WINDOWS USERS

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