FlatVersusGouraud 对比平面着色和高洛德着色

一:主要的知识点

1、说明

本文只是教程内容的一小段,因博客字数限制,故进行拆分。主教程链接:vtk教程------逐行解析官网所有Python示例-CSDN博客

2、知识点纪要

本段代码主要涉及的有①平面着色与高洛德着色的区别

二:代码及注释

python 复制代码
import vtkmodules.vtkRenderingOpenGL2
import vtkmodules.vtkInteractionStyle
from vtkmodules.vtkCommonColor import vtkNamedColors
from vtkmodules.vtkIOGeometry import vtkOBJReader
from vtkmodules.vtkFiltersSources import vtkSphereSource, vtkCylinderSource
from collections import OrderedDict
from vtkmodules.vtkRenderingCore import vtkPolyDataMapper, vtkActor, vtkRenderer, vtkRenderWindow, \
    vtkRenderWindowInteractor
from vtkmodules.vtkCommonDataModel import vtkQuadric
from vtkmodules.vtkImagingHybrid import vtkSampleFunction
from vtkmodules.vtkFiltersCore import vtkContourFilter


def CreateIsoSurface(flat):
    quadric = vtkQuadric()
    quadric.SetCoefficients(1, 2, 3, 0, 1, 0, 0, 0, 0, 0)
    sample = vtkSampleFunction()
    sample.SetSampleDimensions(25, 25, 25)
    sample.SetImplicitFunction(quadric)
    # Generate the implicit surface.
    contour = vtkContourFilter()
    contour.SetInputConnection(sample.GetOutputPort())
    range = [1.0, 6.0]
    contour.GenerateValues(5, range)
    # Map the contour.
    contourMapper = vtkPolyDataMapper()
    contourMapper.SetInputConnection(contour.GetOutputPort())
    contourMapper.SetScalarRange(0, 7)
    actor = vtkActor()
    actor.SetMapper(contourMapper)
    if flat:
        actor.GetProperty().SetInterpolationToFlat()
    else:
        actor.GetProperty().SetInterpolationToGouraud()
    renderer = vtkRenderer()
    renderer.AddActor(actor)
    return renderer


def CreateModel(flat, fileName):
    '''

    :param flat: The interpolation to use (flat or Gouraud).
    :param fileName: The file name.
    :return: the renderer
    '''
    colors = vtkNamedColors()
    reader = vtkOBJReader()
    reader.SetFileName(fileName)
    mapper = vtkPolyDataMapper()
    mapper.SetInputConnection(reader.GetOutputPort())
    actor = vtkActor()
    actor.SetMapper(mapper)
    actor.GetProperty().SetColor(colors.GetColor3d('Tan'))
    if flat:
        actor.GetProperty().SetInterpolationToFlat()
    else:
        actor.GetProperty().SetInterpolationToGouraud()
    renderer = vtkRenderer()
    renderer.AddActor(actor)
    return renderer


def CreateCylinder(flat):
    colors = vtkNamedColors()
    cylinder = vtkCylinderSource()
    mapper = vtkPolyDataMapper()
    mapper.SetInputConnection(cylinder.GetOutputPort())
    actor = vtkActor()
    actor.SetMapper(mapper)
    actor.GetProperty().SetColor(colors.GetColor3d('MistyRose'))
    if flat:
        actor.GetProperty().SetInterpolationToFlat()
    else:
        actor.GetProperty().SetInterpolationToGouraud()
    renderer = vtkRenderer()
    renderer.AddActor(actor)
    return renderer


def CreateSphere(flat):
    colors = vtkNamedColors()

    sphere = vtkSphereSource()
    mapper = vtkPolyDataMapper()
    mapper.SetInputConnection(sphere.GetOutputPort())

    actor = vtkActor()
    actor.SetMapper(mapper)
    actor.GetProperty().SetColor(colors.GetColor3d('MistyRose'))

    if flat:

        actor.GetProperty().SetInterpolationToFlat()
    else:
        actor.GetProperty().SetInterpolationToGouraud()

    renderer = vtkRenderer()
    renderer.AddActor(actor)
    return renderer


def main():
    """
    平面着色 SetInterpolationToFlat
    原理: 对多边形(三角形或四边形)的整个表面使用一个恒定的颜色和法向量计算亮度
    视觉效果: 结果是棱角分明的。可以看到组成曲面的各个多边形的边界,常用于显示模型的实际拓扑结构或模拟低多边形艺术风格

    高洛德着色 SetInterpolationToGouraud
    原理: 在多边形的顶点处计算颜色和亮度,然后将这些颜色值在多边形内部进行线性插值
    视觉效果: 结果是平滑且连续的。它极大地减少了多边形边缘的可见性,使低分辨率的曲面看起来更圆滑,更逼真
    """
    colors = vtkNamedColors()

    fileName = "Data/cow.obj"

    renderers = OrderedDict()
    renderers['flatSphereRenderer'] = CreateSphere(True)
    renderers['flatCylinderRenderer'] = CreateCylinder(True)
    renderers['flatIsoSurfaceRenderer'] = CreateIsoSurface(True)
    renderers['flatModelRenderer'] = CreateModel(True, fileName)

    renderers['smoothSphereRenderer'] = CreateSphere(False)
    renderers['smoothCylinderRenderer'] = CreateCylinder(False)
    renderers['smoothIsoSurfaceRenderer'] = CreateIsoSurface(False)
    renderers['smoothModelRenderer'] = CreateModel(False, fileName)

    keys = list(renderers.keys())

    renderWindow = vtkRenderWindow()

    # Setup the viewports for the renderers.
    rendererSize = 256
    xGridDimensions = 4
    yGridDimensions = 2

    renderWindow.SetSize(rendererSize * xGridDimensions, rendererSize * yGridDimensions)
    renderWindow.SetWindowName('FlatVersusGouraud')

    for row in range(0, yGridDimensions):
        for col in range(0, xGridDimensions):
            # (xmin, ymin, xmax, ymax)
            viewport = [0] * 4
            viewport[0] = col / xGridDimensions
            viewport[1] = (yGridDimensions - (row + 1)) / yGridDimensions
            viewport[2] = (col + 1) / xGridDimensions
            viewport[3] = (yGridDimensions - row) / yGridDimensions
            index = row * xGridDimensions + col
            renderers[keys[index]].SetViewport(viewport)

    for r in range(0, len(renderers)):
        renderers[keys[r]].SetBackground(colors.GetColor3d('SlateGray'))
        renderers[keys[r]].GetActiveCamera().Azimuth(20)
        renderers[keys[r]].GetActiveCamera().Elevation(30)
        renderers[keys[r]].ResetCamera()
        if r > 3:
            renderers[keys[r]].SetActiveCamera(renderers[keys[r - 4]].GetActiveCamera())

        renderWindow.AddRenderer(renderers[keys[r]])

    interactor = vtkRenderWindowInteractor()
    interactor.SetRenderWindow(renderWindow)

    renderWindow.Render()
    interactor.Start()

if __name__ == '__main__':
    main()
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