# CubeMap

VTKExamples/Cxx/Shaders/CubeMap

### Code

CubeMap.cxx

    // Inspired by the VTK test Rendering/OpenGL2/Testing/Cxx/TesCubeMap.cxx

    #include <vtkSmartPointer.h>

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

    //----------------------------------------------------------------------------
    int main(int argc, char *argv[])
    {
      if (argc < 8)
      {
        std::cout << "Usage: " << argv[0]
                  << " horse.ply skybox-px.jpg skybox-nx.jpg skybox-py.jpg skybox-ny.jpg skybox-pz.jpg skybox-nz.jpg" << std::endl;
        return EXIT_FAILURE;
    }
      vtkSmartPointer<vtkNamedColors> colors =
        vtkSmartPointer<vtkNamedColors>::New();
      vtkSmartPointer<vtkRenderer> renderer =
        vtkSmartPointer<vtkRenderer>::New();
      renderer->SetBackground(colors->GetColor3d("SlateGray").GetData());
      vtkSmartPointer<vtkRenderWindow> renderWindow =
        vtkSmartPointer<vtkRenderWindow>::New();
      renderWindow->SetSize(640,480);
      renderWindow->AddRenderer(renderer);
      vtkSmartPointer<vtkRenderWindowInteractor> interactor =
        vtkSmartPointer<vtkRenderWindowInteractor>::New();
      interactor->SetRenderWindow(renderWindow);
      vtkSmartPointer<vtkTexture> texture =
        vtkSmartPointer<vtkTexture>::New();
      texture->CubeMapOn();

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

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

      for (int i = 0; i < 6; i++)
      {
        vtkSmartPointer<vtkJPEGReader> imgReader =
          vtkSmartPointer<vtkJPEGReader>::New();
        imgReader->SetFileName( argv[i + 2] );

        vtkSmartPointer<vtkImageFlip> flip =
          vtkSmartPointer<vtkImageFlip>::New();
        flip->SetInputConnection(imgReader->GetOutputPort());
        flip->SetFilteredAxis(1); // flip y axis
        texture->SetInputConnection(i, flip->GetOutputPort(0));
      }

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

      vtkSmartPointer<vtkActor> actor =
        vtkSmartPointer<vtkActor>::New();
      renderer->AddActor(actor);
      actor->SetTexture(texture);
      actor->SetMapper(mapper);

       // Add new code in default VTK vertex shader
      mapper->AddShaderReplacement(
        vtkShader::Vertex,
        "//VTK::PositionVC::Dec", // replace the normal block
        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 the normal block
        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
        );

      // Replace VTK fragment shader
      mapper->SetFragmentShaderCode(
        "//VTK::System::Dec\n"  // always start with this line
        "//VTK::Output::Dec\n"  // always have this line in your FS
        "in vec3 TexCoords;\n"
        "uniform samplerCube texture_0;\n"
        "void main () {\n"
        "  gl_FragData[0] = texture(texture_0, TexCoords);\n"
        "}\n"
        );

      renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0);
      renderer->GetActiveCamera()->SetPosition(-.4, .2, .15);
      renderer->GetActiveCamera()->SetViewUp(.3, -.1, .9);
      renderer->ResetCamera();
      renderer->GetActiveCamera()->Zoom(1.4);
      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(CubeMap)

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

    add_executable(CubeMap MACOSX_BUNDLE CubeMap.cxx )

    target_link_libraries(CubeMap ${VTK_LIBRARIES})

### Download and Build CubeMap

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

    cd CubeMap/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:

    ./CubeMap

WINDOWS USERS

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