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How to display model by Wireframe in Vuforia Studio

okuno_takahiro
7-Bedrock

How to display model by Wireframe in Vuforia Studio

I want to display the model by Wireframe in Vuforia Studio.
According to PTC's confirmation, it does not support wireframes, and there are no plans to support it in the future.
I want to use Shader for wireframe display. Does anyone know a sample or how to make it?

I've already tried XrayShader, but my client wants a full wireframe display

 

Best Regards.

Takahiro

5 REPLIES 5

Hello Takahiro,

 

This behavior doesn't exist in Vuforia Studio.

 

The only possible that I see is to use a custom shader to draw a wireframe.

It might be possible to port this GLSL shader into Vuforia Studio GLSL shader :

https://github.com/rreusser/glsl-solid-wireframe

 

Best regards,

Samuel

Thank you for presenting the information
I'm trying, but I haven't done it yet.
The TML text of Vuforia Studio only describes the vertex shader and fragment shader. Is this feasible?

 

It is the content that I am trying variously
I'm aiming for a look similar to a wireframe, but it's a little different.

 

 

okuno_takahiro_0-1617239113773.png

<script name="testShader2" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vertexCoord;
void main() {
float sinx = sin(400.0 * vertexCoord.x);
float siny = sin(400.0* vertexCoord.y);
float alpha = step(0.85, 1.0 - abs(sinx*siny));
vec3 black= vec3(0.0);
gl_FragColor = vec4(black,alpha);
}
</script>
<script name="testShader2" type="x-shader/x-vertex">
attribute vec4 vertexPosition;
varying vec4 vertexCoord;
uniform mat4 modelViewProjectionMatrix;
void main() {
gl_Position = modelViewProjectionMatrix * vertexPosition;
vertexCoord = gl_Position;
}

 

okuno_takahiro_1-1617239205101.png

<script name="Xray" type="x-shader/x-fragment">
 precision mediump float;
varying vec3 P;
varying vec3 N;
varying vec3 I;

varying vec3 vViewSpaceVert;
varying vec3 vViewVector;
varying vec3 vNorm;
 uniform float r;
 uniform float g;
 uniform float b;

  uniform float thre;
  uniform float opa1;
  uniform float opa2;

  const float edgeFalloff = 0.8;
  const float intensity   = 1.0;
  const float ambient     = 0.2;
 
  void main() {
    vec4 color     = vec4(r,g,b,1.0);
   float opacity  = abs(dot(normalize(-N), normalize(-I)));

opacity = abs(opacity);
 //   gl_FragColor   =  opacity * color;
if(opacity<thre)
{
gl_FragColor   = vec4(r,g,b,opa1);
gl_FragColor.a=opa1;
}
else
{
gl_FragColor   = vec4(1.0,1,1,opa2);
gl_FragColor.a=opa2;
}
  }
 </script>

<script name="Xray" type="x-shader/x-vertex">
  attribute vec3 vertexPosition;
  attribute vec3 vertexNormal;
 
  varying vec3 I;
  varying vec3 N;
 
  uniform mat4 modelViewProjectionMatrix;
  uniform mat4 modelViewMatrix;
  uniform mat4 normalMatrix;
 
  void main() {
    vec4 vp4    = vec4(vertexPosition,1.0);
    vec4 P      = modelViewMatrix * vp4;
    I           = P.xyz - vec3(0);
    N           = vec3(normalMatrix * vec4(vertexNormal,0.0));
    gl_Position = modelViewProjectionMatrix * vp4;
  }

</script>

Hello Okuno Takahiro,

 

Yes, I think it is possible.

After looking in more details the source code of wireframe shader, I have tried to import it in Vuforia Studio.

Please find Project attached.

But it doesn't work for the moment.

It seems something is wrong in fragment shader.

 

It needs more work to have this effect work fine.

 

Best regards,

Samuel

Thank you for the information.
I have yet to finish my wireframe shaders.
I would like to know what values the following variables represent in VuforiaStudio Shader.

 

vertexPosition

vertexNormal

modelViewProjectionMatrix

modelViewMatrix

normalMatrix

Hello Okuno Takahiro,

 

  • vertexPosition : It is a vector  with 3 members, x, y and z who gives position of Vertex in Model space (not in World space).
  • vertexNormal : It is a vector  with 3 members, x, y and z. Length should be of 1.0. It gives normal orientation of a surface or a vertex (calculated with surfaces around. Normal of a Point doesn't make sens from a mathematical point of view). Again, by default, it is in Model space (not in World space)

         Mode details here :

          https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glNormal.xml

          https://stackoverflow.com/questions/5906993/what-is-a-normal-in-opengl

 

  • modelViewProjectionMatrix: It should be the same as in OpenGL
  • modelViewMatrix: It should be the same as in OpenGL
  • normalMatrix: Matrix used to do ligthening, it should be the same as in OpenGL

More details in this tutorial about Matrix in OpenGL:

http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/

And here for example :

https://stackoverflow.com/questions/23210843/what-is-the-gl-normalmatrix-and-gl-modelviewmatrix-in-shaders

 

In Vuforia Studio, some of these matrix seem to be passed as arguments and they can be used.

If we look the x-ray shader, we can see that.

 

Best regards,

Samuel

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