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Post-processing tools 2023 R2

Test009.cpp

Last update: 17.04.2023

Lighted points.

This example creates texture colored points with different sizes.

Special attributes are used describing the points that allow the auto-generated shader to render the points. The points are defined by a single vertex and single size parameter. The shader takes this information and creates varying sized points that are perfectly spherical.

/*
* Copyright 2018-2021 ANSYS, Inc. Unauthorized use, distribution, or duplication is prohibited.
*
* Restricted Rights Legend
*
* Use, duplication, or disclosure of this
* software and its documentation by the
* Government is subject to restrictions as
* set forth in subdivision [(b)(3)(ii)] of
* the Rights in Technical Data and Computer
* Software clause at 52.227-7013.
*/
#include <vector>
#include <cstdlib>
#include "GLTFWriter.h"
#include "test.h"
using namespace ANSYS::Nexus;
// Lighted points
TESTFUNC(LightedPoints)
{
GLTFWriter::GLTF *gltf = GLTFWriter::GLTF::Create("MyApp", "1.0", functionName.c_str(), type);
if (!gltf)
throw std::runtime_error("Can't create GLTF");
// TEXTURE
std::vector<unsigned char> colors;
colors.push_back(0); colors.push_back(0); colors.push_back(255); // blue
colors.push_back(0); colors.push_back(255); colors.push_back(255); // cyan
colors.push_back(0); colors.push_back(255); colors.push_back(0); // green
colors.push_back(255); colors.push_back(255); colors.push_back(0); // yellow
colors.push_back(255); colors.push_back(0); colors.push_back(0); // red
GLTFWriter::Texture *rainbowGradientTexture = GLTFWriter::Texture::Create(gltf, GLTFWriter::Texture::TF_RGB, (unsigned int)colors.size() / 3, &colors[0], false);
// generate vertices, normals, and texture coordinates for a ball
std::vector<float> vertices;
std::vector<unsigned int> lines;
std::vector<unsigned int> triangles;
GLTFWriter::Test::MakeSphere(0, 0, 0, 0.5, 16, vertices, lines, triangles);
const unsigned int numVertices = (unsigned int)vertices.size() / 3;
std::vector<float> textureCoords(numVertices);
// TEXCOORDS
const double coordMin = -5;
const double coordMax = 5;
std::vector<float> texCoords;
double coordInc = 1.0 / (numVertices - 1);
double c = 0;
for (unsigned int i = 0; i < numVertices; ++i) {
texCoords.push_back((float)(coordMin + c * (coordMax - coordMin)));
c += coordInc;
}
// POINTSIZE
std::srand(0);
const double sizeMin = 5;
const double sizeMax = 20;
std::vector<float> pointSizes;
for (unsigned int i = 0; i < numVertices; ++i)
pointSizes.push_back((float)((sizeMax - sizeMin) * (std::rand() % 10000) / 10000.0 + sizeMin));
// SCENE
GLTFWriter::Scene *scene = GLTFWriter::Scene::Create(gltf, "TestScene", "m", 1.0, GLTFWriter::Scene::BT_SOLID, 0.5, 0.5, 0.5);
if (!scene) {
throw std::runtime_error("Can't create scene");
}
// LIGHTS
{
// LIGHT NODE
GLTFWriter::Node *lightNode = GLTFWriter::Node::CreateLight(gltf);
if (!lightNode || !scene->SetLight(lightNode)) {
throw std::runtime_error("Can't create light");
}
// LIGHTS
GLTFWriter::Light *light1 = GLTFWriter::Light::CreateAmbient(gltf);
lightNode->AppendLight(light1);
GLTFWriter::Light *light2 = GLTFWriter::Light::CreateDirectional(gltf, 1, 1, 1, -1, -1, -3);
lightNode->AppendLight(light2);
}
// CAMERA
{
// CAMERA
GLTFWriter::Camera *camera = GLTFWriter::Camera::CreateOrthographic(gltf);
// CAMERA NODE
std::vector<double> mat(16);
mat[0] = 1;
mat[1] = 0;
mat[2] = 0;
mat[3] = 0;
mat[4] = 0;
mat[5] = 1;
mat[6] = 0;
mat[7] = 0;
mat[8] = 0;
mat[9] = 0;
mat[10] = 1;
mat[11] = 0;
mat[12] = 0;
mat[13] = 0;
mat[14] = 0;
mat[15] = 1;
GLTFWriter::Node *cameraNode = GLTFWriter::Node::CreateCamera(gltf, camera, "TestCamera", &mat[0]);
scene->SetCamera(cameraNode);
}
// NODE
{
GLTFWriter::Node *node = GLTFWriter::Node::CreateMesh(gltf, "3D Points");
if (!node || !scene->AppendMesh(node)) {
throw std::runtime_error("Can't create mesh node");
}
// MESH
GLTFWriter::Mesh *mesh = GLTFWriter::Mesh::Create(gltf);
if (!mesh || !node->AppendMesh(mesh)) {
throw std::runtime_error("Can't create mesh");
}
// TECHNIQUE
GLTFWriter::Technique *technique = GLTFWriter::Technique::Create(gltf);
if (!technique ||
// TECHNIQUE STATES
!technique->AppendState(GLTFWriter::State::Create(gltf, GLTFWriter::State::ST_BLENDENABLE, 1)) ||
throw std::runtime_error("Can't create technique");
}
// MATERIAL
GLTFWriter::Material *material = GLTFWriter::Material::Create(gltf, technique);
if (!material ||
// MATERIAL UNIFORM VALUES
!material->AppendValue(GLTFWriter::Value::Create(gltf, "texture0", rainbowGradientTexture->GetID()))) {
throw std::runtime_error("Can't create material");
}
// POSITION ATTRIBUTE
GLTFWriter::Attribute *vertex = GLTFWriter::Attribute::CreatePosition(gltf, numVertices, &vertices[0]);
// TEXCOORD ATTRIBUTE
GLTFWriter::Attribute *texCoord = GLTFWriter::Attribute::CreateTextureCoord(gltf, 0, numVertices, &texCoords[0]);
float mn;
float mx;
mn = (float)coordMin;
mx = (float)coordMax;
if (!texCoord || !texCoord->SetMinMax(GLTFWriter::Attribute::AT_FLOAT, &mn, &mx)) {
throw std::runtime_error("Can't create textureCoord");
}
// POINTSIZE ATTRIBUTE
GLTFWriter::Attribute *pointSize = GLTFWriter::Attribute::CreatePointSize(gltf, numVertices, &pointSizes[0]);
// PRIMITIVE
GLTFWriter::Primitive *primitive = GLTFWriter::Primitive::Create(gltf, GLTFWriter::Primitive::PT_POINTS, material);
if (!primitive ||
!mesh->AppendPrimitive(primitive) ||
!primitive->AppendAttribute(vertex) ||
!primitive->AppendAttribute(texCoord) ||
!primitive->AppendAttribute(pointSize)) {
throw std::runtime_error("Can't create primitive");
}
}
if (!gltf->Write()) {
throw std::runtime_error("Error creating file");
}
GLTFWriter::GLTF::GLTFError error = gltf->GetError();
throw std::runtime_error("Error creating file");
}
static Attribute * CreatePosition(GLTF *gltf, unsigned int count, const float *data, Buffer *buffer=0)
static Attribute * CreatePointSize(GLTF *gltf, unsigned int count, const float *data, Buffer *buffer=0)
static Attribute * CreateTextureCoord(GLTF *gltf, unsigned int num, unsigned int count, const float *data, Buffer *buffer=0)
static Camera * CreateOrthographic(GLTF *gltf, const char *name=0, float xmag=1, float ymag=1, float zfar=1000, float znear=-1000)
static void Destroy(GLTF *gltf)
static GLTF * Create(const char *application, const char *applicationVersion, const char *filePath, OutputType fileType=OT_AVZ)
static Light * CreateAmbient(GLTF *gltf, float colR=0.3, float colG=0.3, float colB=0.3)
static Light * CreateDirectional(GLTF *gltf, float colR=1, float colG=1, float colB=1, float dirX=0, float dirY=0, float dirZ=-1, float specColR=1, float specColG=1, float specColB=1, float shininess=100)
static Material * Create(GLTF *gltf, Technique *technique)
static Mesh * Create(GLTF *gltf)
static Node * CreateMesh(GLTF *gltf, const char *name=0, bool visible=true, const double *matrix=0)
static Node * CreateLight(GLTF *gltf)
static Node * CreateCamera(GLTF *gltf, Camera *camera, const char *name=0, const double *matrix=0)
@ PT_POINTS
Treats each vertex as a single point.
Definition: GLTFMesh.h:35
static Primitive * Create(GLTF *gltf, PrimitiveType type, Material *material, Index *indices=0, bool isPickable=true)
static Scene * Create(GLTF *gltf, const char *name=0, const char *units=0, float scale=1, Scene::BackgroundType backgroundType=Scene::BT_NONE, float r1=0, float g1=0, float b1=0, float r2=0, float g2=0, float b2=0)
@ BT_SOLID
Make solid color from color 1.
Definition: GLTFScene.h:35
static State * Create(GLTF *gltf, StateType type, double v1, double v2=0, double v3=0, double v4=0)
@ ST_BLENDENABLE
Enables blending of fragment colors. Possible values are:
@ ST_DEPTHTESTENABLE
Enables testing of depth buffer. Possible values are:
static Technique * Create(GLTF *gltf, Program *program=0, bool is2D=false)
static Texture * Create(GLTF *gltf, TextureFormat format, TextureTarget target, Sampler *sampler, Image *image)
@ TF_RGB
3 unsigned chars per pixel.
Definition: GLTFTexture.h:34
static Value * Create(GLTF *gltf, const char *name, const Value *value=0)