Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: SpecularSpheres.cxx,v $
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
//
// This examples demonstrates the effect of specular lighting.
//
#include "vtkSphereSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkActor.h"
#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkProperty.h"
#include "vtkCamera.h"
#include "vtkLight.h"
int main()
{
// The following lines create a sphere represented by polygons.
//
vtkSphereSource *sphere = vtkSphereSource::New();
sphere->SetThetaResolution(100);
sphere->SetPhiResolution(50);
// The mapper is responsible for pushing the geometry into the graphics
// library. It may also do color mapping, if scalars or other attributes
// are defined.
//
vtkPolyDataMapper *sphereMapper = vtkPolyDataMapper::New();
sphereMapper->SetInputConnection(sphere->GetOutputPort());
// The actor is a grouping mechanism: besides the geometry (mapper), it
// also has a property, transformation matrix, and/or texture map.
// In this example we create eight different spheres (two rows of four
// spheres) and set the specular lighting coefficients. A little ambient
// is turned on so the sphere is not completely black on the back side.
//
vtkActor *sphere1 = vtkActor::New();
sphere1->SetMapper(sphereMapper);
sphere1->GetProperty()->SetColor(1,0,0);
sphere1->GetProperty()->SetAmbient(0.3);
sphere1->GetProperty()->SetDiffuse(0.0);
sphere1->GetProperty()->SetSpecular(1.0);
sphere1->GetProperty()->SetSpecularPower(5.0);
vtkActor *sphere2 = vtkActor::New();
sphere2->SetMapper(sphereMapper);
sphere2->GetProperty()->SetColor(1,0,0);
sphere2->GetProperty()->SetAmbient(0.3);
sphere2->GetProperty()->SetDiffuse(0.0);
sphere2->GetProperty()->SetSpecular(1.0);
sphere2->GetProperty()->SetSpecularPower(10.0);
sphere2->AddPosition(1.25,0,0);
vtkActor *sphere3 = vtkActor::New();
sphere3->SetMapper(sphereMapper);
sphere3->GetProperty()->SetColor(1,0,0);
sphere3->GetProperty()->SetAmbient(0.3);
sphere3->GetProperty()->SetDiffuse(0.0);
sphere3->GetProperty()->SetSpecular(1.0);
sphere3->GetProperty()->SetSpecularPower(20.0);
sphere3->AddPosition(2.5,0,0);
vtkActor *sphere4 = vtkActor::New();
sphere4->SetMapper(sphereMapper);
sphere4->GetProperty()->SetColor(1,0,0);
sphere4->GetProperty()->SetAmbient(0.3);
sphere4->GetProperty()->SetDiffuse(0.0);
sphere4->GetProperty()->SetSpecular(1.0);
sphere4->GetProperty()->SetSpecularPower(40.0);
sphere4->AddPosition(3.75,0,0);
vtkActor *sphere5 = vtkActor::New();
sphere5->SetMapper(sphereMapper);
sphere5->GetProperty()->SetColor(1,0,0);
sphere5->GetProperty()->SetAmbient(0.3);
sphere5->GetProperty()->SetDiffuse(0.0);
sphere5->GetProperty()->SetSpecular(0.5);
sphere5->GetProperty()->SetSpecularPower(5.0);
sphere5->AddPosition(0.0,1.25,0);
vtkActor *sphere6 = vtkActor::New();
sphere6->SetMapper(sphereMapper);
sphere6->GetProperty()->SetColor(1,0,0);
sphere6->GetProperty()->SetAmbient(0.3);
sphere6->GetProperty()->SetDiffuse(0.0);
sphere6->GetProperty()->SetSpecular(0.5);
sphere6->GetProperty()->SetSpecularPower(10.0);
sphere6->AddPosition(1.25,1.25,0);
vtkActor *sphere7 = vtkActor::New();
sphere7->SetMapper(sphereMapper);
sphere7->GetProperty()->SetColor(1,0,0);
sphere7->GetProperty()->SetAmbient(0.3);
sphere7->GetProperty()->SetDiffuse(0.0);
sphere7->GetProperty()->SetSpecular(0.5);
sphere7->GetProperty()->SetSpecularPower(20.0);
sphere7->AddPosition(2.5,1.25,0);
vtkActor *sphere8 = vtkActor::New();
sphere8->SetMapper(sphereMapper);
sphere8->GetProperty()->SetColor(1,0,0);
sphere8->GetProperty()->SetAmbient(0.3);
sphere8->GetProperty()->SetDiffuse(0.0);
sphere8->GetProperty()->SetSpecular(0.5);
sphere8->GetProperty()->SetSpecularPower(40.0);
sphere8->AddPosition(3.75,1.25,0);
// Create the graphics structure. The renderer renders into the
// render window. The render window interactor captures mouse events
// and will perform appropriate camera or actor manipulation
// depending on the nature of the events.
//
vtkRenderer *ren1 = vtkRenderer::New();
vtkRenderWindow *renWin = vtkRenderWindow::New();
renWin->AddRenderer(ren1);
vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();
iren->SetRenderWindow(renWin);
// Add the actors to the renderer, set the background and size.
//
ren1->AddActor(sphere1);
ren1->AddActor(sphere2);
ren1->AddActor(sphere3);
ren1->AddActor(sphere4);
ren1->AddActor(sphere5);
ren1->AddActor(sphere6);
ren1->AddActor(sphere7);
ren1->AddActor(sphere8);
ren1->SetBackground(0.1, 0.2, 0.4);
renWin->SetSize(400, 200);
// Set up the lighting.
//
vtkLight *light = vtkLight::New();
light->SetFocalPoint(1.875,0.6125,0);
light->SetPosition(0.875,1.6125,1);
ren1->AddLight(light);
// We want to eliminate perspective effects on the apparent lighting.
// Parallel camera projection will be used. To zoom in parallel projection
// mode, the ParallelScale is set.
//
ren1->GetActiveCamera()->SetFocalPoint(0,0,0);
ren1->GetActiveCamera()->SetPosition(0,0,1);
ren1->GetActiveCamera()->SetViewUp(0,1,0);
ren1->GetActiveCamera()->ParallelProjectionOn();
ren1->ResetCamera();
ren1->GetActiveCamera()->SetParallelScale(1.5);
// This starts the event loop and invokes an initial render.
//
iren->Initialize();
iren->Start();
// Exiting from here, we have to delete all the instances that
// have been created.
//
sphere->Delete();
sphereMapper->Delete();
sphere1->Delete();
sphere2->Delete();
sphere3->Delete();
sphere4->Delete();
sphere5->Delete();
sphere6->Delete();
sphere7->Delete();
sphere8->Delete();
ren1->Delete();
renWin->Delete();
iren->Delete();
light->Delete();
return 0;
}