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121 lines
4.0 KiB
121 lines
4.0 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: Cone3.cxx,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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//
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// This example demonstrates how to use multiple renderers within a
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// render window. It is a variation of the Cone.cxx example. Please
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// refer to that example for additional documentation.
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//
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// First include the required header files for the VTK classes we are using.
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#include "vtkConeSource.h"
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#include "vtkPolyDataMapper.h"
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#include "vtkRenderWindow.h"
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#include "vtkCamera.h"
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#include "vtkActor.h"
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#include "vtkRenderer.h"
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int main()
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{
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//
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// Next we create an instance of vtkConeSource and set some of its
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// properties. The instance of vtkConeSource "cone" is part of a
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// visualization pipeline (it is a source process object); it produces data
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// (output type is vtkPolyData) which other filters may process.
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//
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vtkConeSource *cone = vtkConeSource::New();
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cone->SetHeight( 3.0 );
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cone->SetRadius( 1.0 );
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cone->SetResolution( 10 );
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//
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// In this example we terminate the pipeline with a mapper process object.
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// (Intermediate filters such as vtkShrinkPolyData could be inserted in
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// between the source and the mapper.) We create an instance of
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// vtkPolyDataMapper to map the polygonal data into graphics primitives. We
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// connect the output of the cone souece to the input of this mapper.
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//
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vtkPolyDataMapper *coneMapper = vtkPolyDataMapper::New();
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coneMapper->SetInputConnection( cone->GetOutputPort() );
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//
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// Create an actor to represent the cone. The actor orchestrates rendering
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// of the mapper's graphics primitives. An actor also refers to properties
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// via a vtkProperty instance, and includes an internal transformation
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// matrix. We set this actor's mapper to be coneMapper which we created
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// above.
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//
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vtkActor *coneActor = vtkActor::New();
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coneActor->SetMapper( coneMapper );
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//
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// Create two renderers and assign actors to them. A renderer renders into
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// a viewport within the vtkRenderWindow. It is part or all of a window on
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// the screen and it is responsible for drawing the actors it has. We also
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// set the background color here. In this example we are adding the same
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// actor to two different renderers; it is okay to add different actors to
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// different renderers as well.
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//
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vtkRenderer *ren1= vtkRenderer::New();
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ren1->AddActor( coneActor );
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ren1->SetBackground( 0.1, 0.2, 0.4 );
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ren1->SetViewport(0.0, 0.0, 0.5, 1.0);
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vtkRenderer *ren2= vtkRenderer::New();
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ren2->AddActor( coneActor );
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ren2->SetBackground( 0.2, 0.3, 0.5 );
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ren2->SetViewport(0.5, 0.0, 1.0, 1.0);
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//
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// Finally we create the render window which will show up on the screen.
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// We put our renderer into the render window using AddRenderer. We also
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// set the size to be 300 pixels by 300.
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//
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vtkRenderWindow *renWin = vtkRenderWindow::New();
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renWin->AddRenderer( ren1 );
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renWin->AddRenderer( ren2 );
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renWin->SetSize( 600, 300 );
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//
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// Make one view 90 degrees from other.
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//
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ren1->ResetCamera();
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ren1->GetActiveCamera()->Azimuth(90);
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//
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// Now we loop over 360 degreeees and render the cone each time.
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//
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int i;
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for (i = 0; i < 360; ++i)
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{
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// render the image
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renWin->Render();
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// rotate the active camera by one degree
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ren1->GetActiveCamera()->Azimuth( 1 );
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ren2->GetActiveCamera()->Azimuth( 1 );
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}
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//
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// Free up any objects we created. All instances in VTK are deleted by
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// using the Delete() method.
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//
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cone->Delete();
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coneMapper->Delete();
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coneActor->Delete();
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ren1->Delete();
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ren2->Delete();
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renWin->Delete();
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return 0;
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}
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