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350 lines
14 KiB
350 lines
14 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkLightKit.h,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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// .NAME vtkLightKit - a simple but quality lighting kit
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// .SECTION Description
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// vtkLightKit is designed to make general purpose lighting of vtk
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// scenes simple, flexible, and attractive (or at least not horribly
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// ugly without significant effort). Use a LightKit when you want
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// more control over your lighting than you can get with the default
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// vtk light, which is a headlight located at the camera. (HeadLights
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// are very simple to use, but they don't show the shape of objects very
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// well, don't give a good sense of "up" and "down", and don't evenly
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// light the object.)
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//
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// A LightKit consists of three lights, a key light, a fill light, and
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// a headlight. The main light is the key light. It is usually
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// positioned so that it appears like an overhead light (like the sun,
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// or a ceiling light). It is generally positioned to shine down on the
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// scene from about a 45 degree angle vertically and at least a little
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// offset side to side. The key light usually at least about twice as
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// bright as the total of all other lights in the scene to provide good
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// modeling of object features.
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//
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// The other lights in the kit (the fill light, headlight, and a pair of
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// back lights) are weaker sources that provide extra
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// illumination to fill in the spots that the key light misses. The
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// fill light is usually positioned across from or opposite from the
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// key light (though still on the same side of the object as the
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// camera) in order to simulate diffuse reflections from other objects
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// in the scene. The headlight, always located at the position of the
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// camera, reduces the contrast between areas lit by the key and fill
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// light. The two back lights, one on the left of the object as seen
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// from the observer and one on the right, fill on the high-contrast
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// areas behind the object. To enforce the relationship between the
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// different lights, the intensity of the fill, back and headlights
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// are set as a ratio to the key light brightness. Thus, the
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// brightness of all the lights in the scene can be changed by
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// changing the key light intensity.
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//
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// All lights are directional lights (infinitely far away with no
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// falloff). Lights move with the camera.
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//
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// For simplicity, the position of lights in the LightKit can only be
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// specified using angles: the elevation (latitude) and azimuth
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// (longitude) of each light with respect to the camera, expressed in
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// degrees. (Lights always shine on the camera's lookat point.) For
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// example, a light at (elevation=0, azimuth=0) is located at the
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// camera (a headlight). A light at (elevation=90, azimuth=0) is
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// above the lookat point, shining down. Negative azimuth values move
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// the lights clockwise as seen above, positive values
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// counter-clockwise. So, a light at (elevation=45, azimuth=-20) is
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// above and in front of the object and shining slightly from the left
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// side.
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//
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// vtkLightKit limits the colors that can be assigned to any light to
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// those of incandescent sources such as light bulbs and sunlight. It
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// defines a special color spectrum called "warmth" from which light
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// colors can be chosen, where 0 is cold blue, 0.5 is neutral white,
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// and 1 is deep sunset red. Colors close to 0.5 are "cool whites" and
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// "warm whites," respectively.
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//
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// Since colors far from white on the warmth scale appear less bright,
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// key-to-fill and key-to-headlight ratios are skewed by
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// key, fill, and headlight colors. If the flag MaintainLuminance
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// is set, vtkLightKit will attempt to compensate for these perceptual
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// differences by increasing the brightness of more saturated colors.
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//
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// A LightKit is not explicitly part of the vtk pipeline. Rather, it
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// is a composite object that controls the behavior of lights using a
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// unified user interface. Every time a parameter of vtkLightKit is
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// adjusted, the properties of its lights are modified.
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//
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// .SECTION Credits
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// vtkLightKit was originally written and contributed to vtk by
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// Michael Halle (mhalle@bwh.harvard.edu) at the Surgical Planning
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// Lab, Brigham and Women's Hospital.
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#ifndef __vtkLightKit_h
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#define __vtkLightKit_h
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#include "vtkObject.h"
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class vtkLight;
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class vtkPiecewiseFunction;
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class vtkRenderer;
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class VTK_RENDERING_EXPORT vtkLightKit : public vtkObject
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{
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public:
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static vtkLightKit *New();
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vtkTypeRevisionMacro(vtkLightKit, vtkObject);
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void PrintSelf(ostream& os, vtkIndent indent);
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//BTX
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enum LightKitType {
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TKeyLight,
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TFillLight,
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TBackLight,
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THeadLight
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};
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enum LightKitSubType {
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Warmth,
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Intensity,
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Elevation,
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Azimuth,
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KFRatio,
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KBRatio,
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KHRatio
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};
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//ETX
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// Description:
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// Set/Get the intensity of the key light. The key light is the
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// brightest light in the scene. The intensities of the other two
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// lights are ratios of the key light's intensity.
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vtkSetMacro(KeyLightIntensity, double);
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vtkGetMacro(KeyLightIntensity, double);
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// Description:
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// Set/Get the key-to-fill ratio. This ratio controls
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// how bright the fill light is compared to the key light: larger
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// values correspond to a dimmer fill light. The purpose of the
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// fill light is to light parts of the object not lit by the key
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// light, while still maintaining constrast. This type of lighting
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// may correspond to indirect illumination from the key light, bounced
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// off a wall, floor, or other object. The fill light should never
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// be brighter than the key light: a good range for the key-to-fill
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// ratio is between 2 and 10.
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vtkSetClampMacro(KeyToFillRatio, double, 0.5, VTK_FLOAT_MAX);
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vtkGetMacro(KeyToFillRatio, double);
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// Description:
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// Set/Get the key-to-headlight ratio. Similar to the key-to-fill
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// ratio, this ratio controls how bright the headlight light is
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// compared to the key light: larger values correspond to a dimmer
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// headlight light. The headlight is special kind of fill light,
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// lighting only the parts of the object that the camera can see.
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// As such, a headlight tends to reduce the contrast of a scene. It
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// can be used to fill in "shadows" of the object missed by the key
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// and fill lights. The headlight should always be significantly
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// dimmer than the key light: ratios of 2 to 15 are typical.
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vtkSetClampMacro(KeyToHeadRatio, double, 0.5, VTK_FLOAT_MAX);
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vtkGetMacro(KeyToHeadRatio, double);
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// Description:
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// Set/Get the key-to-back light ratio. This ratio controls
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// how bright the back lights are compared to the key light: larger
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// values correspond to dimmer back lights. The back lights fill
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// in the remaining high-contrast regions behind the object.
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// Values between 2 and 10 are good.
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vtkSetClampMacro(KeyToBackRatio, double, 0.5, VTK_FLOAT_MAX);
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vtkGetMacro(KeyToBackRatio, double);
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// Description:
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// Set the warmth of each the lights. Warmth is a parameter that
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// varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very
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// blue sky), 1 is "warm" (the red of a very red sunset, or the
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// embers of a campfire), and 0.5 is a neutral white. The warmth
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// scale is non-linear. Warmth values close to 0.5 are subtly
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// "warmer" or "cooler," much like a warmer tungsten incandescent
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// bulb, a cooler halogen, or daylight (cooler still). Moving
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// further away from 0.5, colors become more quickly varying towards
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// blues and reds. With regards to aesthetics, extremes of warmth
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// should be used sparingly.
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vtkSetMacro(KeyLightWarmth, double);
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vtkGetMacro(KeyLightWarmth, double);
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vtkSetMacro(FillLightWarmth, double);
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vtkGetMacro(FillLightWarmth, double);
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vtkSetMacro(HeadLightWarmth, double);
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vtkGetMacro(HeadLightWarmth, double);
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vtkSetMacro(BackLightWarmth, double);
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vtkGetMacro(BackLightWarmth, double);
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// Description:
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// Returns the floating-point RGB values of each of the light's color.
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vtkGetVectorMacro(KeyLightColor, double, 3);
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vtkGetVectorMacro(FillLightColor, double, 3);
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vtkGetVectorMacro(HeadLightColor, double, 3);
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vtkGetVectorMacro(BackLightColor, double, 3);
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// Description:
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// To maintain a deprecation API:
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VTK_LEGACY(void SetHeadlightWarmth(double v));
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VTK_LEGACY(double GetHeadlightWarmth());
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VTK_LEGACY(void GetHeadlightColor(double *color));
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// Description:
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// If MaintainLuminance is set, the LightKit will attempt to maintain
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// the apparent intensity of lights based on their perceptual brightnesses.
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// By default, MaintainLuminance is off.
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vtkBooleanMacro(MaintainLuminance, int);
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vtkGetMacro(MaintainLuminance, int);
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vtkSetMacro(MaintainLuminance, int);
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// Description:
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// Get/Set the position of the key, fill, and back lights
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// using angular methods. Elevation corresponds to latitude,
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// azimuth to longitude. It is recommended that the key light
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// always be on the viewer's side of the object and above the
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// object, while the fill light generally lights the part of the object
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// not lit by the fill light. The headlight, which is always located
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// at the viewer, can then be used to reduce the contrast in the image.
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// There are a pair of back lights. They are located at the same
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// elevation and at opposing azimuths (ie, one to the left, and one to
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// the right). They are generally set at the equator (elevation = 0),
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// and at approximately 120 degrees (lighting from each side and behind).
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void SetKeyLightAngle(double elevation, double azimuth);
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void SetKeyLightAngle(double angle[2]) {
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this->SetKeyLightAngle(angle[0], angle[1]); };
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void SetKeyLightElevation(double x) {
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this->SetKeyLightAngle(x, this->KeyLightAngle[1]); };
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void SetKeyLightAzimuth(double x) {
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this->SetKeyLightAngle(this->KeyLightAngle[0], x); };
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vtkGetVectorMacro(KeyLightAngle, double, 2);
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double GetKeyLightElevation() {
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double ang[2]; this->GetKeyLightAngle(ang); return ang[0]; };
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double GetKeyLightAzimuth() {
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double ang[2]; this->GetKeyLightAngle(ang); return ang[1]; };
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void SetFillLightAngle(double elevation, double azimuth);
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void SetFillLightAngle(double angle[2]) {
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this->SetFillLightAngle(angle[0], angle[1]); };
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void SetFillLightElevation(double x) {
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this->SetFillLightAngle(x, this->FillLightAngle[1]); };
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void SetFillLightAzimuth(double x) {
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this->SetFillLightAngle(this->FillLightAngle[0], x); };
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vtkGetVectorMacro(FillLightAngle, double, 2);
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double GetFillLightElevation() {
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double ang[2]; this->GetFillLightAngle(ang); return ang[0]; };
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double GetFillLightAzimuth() {
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double ang[2]; this->GetFillLightAngle(ang); return ang[1]; };
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void SetBackLightAngle(double elevation, double azimuth);
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void SetBackLightAngle(double angle[2]) {
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this->SetBackLightAngle(angle[0], angle[1]); };
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void SetBackLightElevation(double x) {
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this->SetBackLightAngle(x, this->BackLightAngle[1]); };
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void SetBackLightAzimuth(double x) {
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this->SetBackLightAngle(this->BackLightAngle[0], x); };
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vtkGetVectorMacro(BackLightAngle, double, 2);
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double GetBackLightElevation() {
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double ang[2]; this->GetBackLightAngle(ang); return ang[0]; };
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double GetBackLightAzimuth() {
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double ang[2]; this->GetBackLightAngle(ang); return ang[1]; };
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// Description:
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// Add lights to, or remove lights from, a renderer.
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// Lights may be added to more than one renderer, if desired.
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void AddLightsToRenderer(vtkRenderer *renderer);
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void RemoveLightsFromRenderer(vtkRenderer *renderer);
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void DeepCopy(vtkLightKit *kit);
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void Modified();
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void Update();
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// Description:
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// Helper method to go from a enum type to a string type
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static const char *GetStringFromType(int type);
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// Description:
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// Helper method to go from a enum subtype to a string subtype
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static const char *GetStringFromSubType(int type);
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// Description:
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// Helper method to go from a enum subtype to a string subtype
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// The difference from GetStringFromSubType is that it returns
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// a shorter strings (usefull for GUI with minimun space)
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static const char *GetShortStringFromSubType(int subtype);
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// Description:
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// Return the possible subtype from a given type. You have to pass
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// in a number i [0,3] no check is done.
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static LightKitSubType GetSubType(LightKitType type, int i);
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protected:
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vtkLightKit();
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~vtkLightKit();
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void WarmthToRGBI(double w, double rgb[3], double& i);
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void WarmthToRGB(double w, double rgb[3]);
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void InitializeWarmthFunctions();
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double WarmthToIntensity(double w);
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double KeyLightIntensity;
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double KeyToFillRatio;
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double KeyToHeadRatio;
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double KeyToBackRatio;
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vtkLight *KeyLight;
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double KeyLightWarmth;
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double KeyLightAngle[2];
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double KeyLightColor[3];
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vtkLight *FillLight;
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double FillLightWarmth;
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double FillLightAngle[2];
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double FillLightColor[3];
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double BackLightWarmth;
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double BackLightColor[3];
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vtkLight *BackLight0;
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vtkLight *BackLight1;
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double BackLightAngle[2];
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vtkLight *HeadLight;
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double HeadLightWarmth;
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double HeadLightColor[3];
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int MaintainLuminance;
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vtkPiecewiseFunction *WarmthFunction[4]; // r, g, b, perceptual length
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private:
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vtkLightKit(const vtkLightKit&); // Not implemented.
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void operator=(const vtkLightKit&); // Not implemented.
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};
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#endif
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