Visualization LibraryA lightweight C++ OpenGL middleware for 2D/3D graphics |
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This tutorial demonstrates how to improve the perception of the objects in a scene and how to perform hidden line removal wireframe rendering using the edge extraction and enhnacement capabilities of Visualization Library.
| 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 initEvent() { BaseDemo::initEvent(); // retrieve the default rendering mRendering = (vl::VisualizationLibrary::rendering()->as<vl::Rendering>()); // retrieve the default renderer, which we'll use as the solid-renderer mSolidRenderer = mRendering->renderer(); // create our EdgeRenderer mEdgeRenderer = new vl::EdgeRenderer; // 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->setClearFlags(vl::CF_CLEAR_DEPTH); // target the same opengl window mEdgeRenderer->setRenderTarget(mSolidRenderer->renderTarget()); // enqueue the EdgeRenderer in the rendering, will be executed after mSolidRenderer mRendering->renderers().push_back( mEdgeRenderer.get() ); // 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(); } // populates the scene 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 sceneManager()->tree()->addActor( geom1.get(), red_fx.get(), mRendering->transform() ); sceneManager()->tree()->addActor( geom2.get(), green_fx.get(), mRendering->transform() ); sceneManager()->tree()->addActor( geom3.get(), yellow_fx.get(), mRendering->transform() ); } // 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') { mSolidRenderer->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setEnableMask(0); vl::Log::print("Edge rendering disabled.\n"); } else if (ch == '2') { mSolidRenderer->setEnableMask(0xFFFFFFFF); // preserve color buffer, clear depth buffer mEdgeRenderer->setClearFlags(vl::CF_CLEAR_DEPTH); mEdgeRenderer->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(false); mEdgeRenderer->setShowHiddenLines(false); vl::Log::print("Edge rendering enabled. Creases = off, hidden lines = off.\n"); } else if (ch == '3') { mSolidRenderer->setEnableMask(0xFFFFFFFF); // preserve color buffer, clear depth buffer mEdgeRenderer->setClearFlags(vl::CF_CLEAR_DEPTH); mEdgeRenderer->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(true); mEdgeRenderer->setShowHiddenLines(false); vl::Log::print("Edge rendering enabled. Creases = on, hidden lines = off.\n"); } else if (ch == '4') { mSolidRenderer->setEnableMask(0xFFFFFFFF); // preserve color buffer, clear depth buffer mEdgeRenderer->setClearFlags(vl::CF_CLEAR_DEPTH); mEdgeRenderer->setEnableMask(0xFFFFFFFF); mEdgeRenderer->setShowCreases(true); mEdgeRenderer->setShowHiddenLines(true); vl::Log::print("Edge rendering enabled. Creases = on, hidden lines = on.\n"); } else if (ch == '5') { mSolidRenderer->setEnableMask(0); // clear color and depth buffer mEdgeRenderer->setClearFlags(vl::CF_CLEAR_COLOR_DEPTH); mEdgeRenderer->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') { mSolidRenderer->setEnableMask(0); // clear color and depth buffer mEdgeRenderer->setClearFlags(vl::CF_CLEAR_COLOR_DEPTH); mEdgeRenderer->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) { vl::Camera* camera = mRendering->camera(); camera->viewport()->setWidth ( w ); camera->viewport()->setHeight( h ); 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::Renderer > mSolidRenderer; vl::ref< vl::EdgeRenderer > mEdgeRenderer; vl::ref<vl::Rendering> mRendering; vl::ref<vl::SceneManagerActorTree> mSceneManager; }; // Have fun!