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Jon Haitz Legarreta Gorroño
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ENH: Add AmbientSpheres example.
Add the AmbientSpheres.cxx example from the VTK source tree to the VTK wiki examples repository.
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Cxx/Rendering/AmbientSpheres.cxx

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#include "vtkSmartPointer.h"
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#include "vtkSphereSource.h"
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#include "vtkPolyDataMapper.h"
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#include "vtkActor.h"
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#include "vtkRenderer.h"
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#include "vtkRenderWindow.h"
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#include "vtkRenderWindowInteractor.h"
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#include "vtkProperty.h"
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#include "vtkCamera.h"
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#include "vtkLight.h"
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int main(int, char *[])
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{
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// The following lines create a sphere represented by polygons.
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//
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vtkSmartPointer<vtkSphereSource> sphere = vtkSmartPointer<vtkSphereSource>::New();
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sphere->SetThetaResolution(100);
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sphere->SetPhiResolution(50);
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// The mapper is responsible for pushing the geometry into the graphics
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// library. It may also do color mapping, if scalars or other attributes
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// are defined.
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//
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vtkSmartPointer<vtkPolyDataMapper> sphereMapper = vtkSmartPointer<vtkPolyDataMapper>::New();
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sphereMapper->SetInputConnection(sphere->GetOutputPort());
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// The actor is a grouping mechanism: besides the geometry (mapper), it
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// also has a property, transformation matrix, and/or texture map.
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// In this example we create eight different spheres (two rows of four
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// spheres) and set the specular lighting coefficients. A little ambient
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// is turned on so the sphere is not completely black on the back side.
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//
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vtkSmartPointer<vtkActor> sphere1 = vtkSmartPointer<vtkActor>::New();
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sphere1->SetMapper(sphereMapper);
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sphere1->GetProperty()->SetColor(1,0,0);
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sphere1->GetProperty()->SetAmbient(0.125);
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sphere1->GetProperty()->SetDiffuse(0.0);
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sphere1->GetProperty()->SetSpecular(0.0);
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vtkSmartPointer<vtkActor> sphere2 = vtkSmartPointer<vtkActor>::New();
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sphere2->SetMapper(sphereMapper);
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sphere2->GetProperty()->SetColor(1,0,0);
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sphere2->GetProperty()->SetAmbient(0.25);
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sphere2->GetProperty()->SetDiffuse(0.0);
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sphere2->GetProperty()->SetSpecular(0.0);
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sphere2->AddPosition(1.25,0,0);
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vtkSmartPointer<vtkActor> sphere3 = vtkSmartPointer<vtkActor>::New();
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sphere3->SetMapper(sphereMapper);
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sphere3->GetProperty()->SetColor(1,0,0);
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sphere3->GetProperty()->SetAmbient(0.375);
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sphere3->GetProperty()->SetDiffuse(0.0);
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sphere3->GetProperty()->SetSpecular(0.0);
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sphere3->AddPosition(2.5,0,0);
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vtkSmartPointer<vtkActor> sphere4 = vtkSmartPointer<vtkActor>::New();
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sphere4->SetMapper(sphereMapper);
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sphere4->GetProperty()->SetColor(1,0,0);
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sphere4->GetProperty()->SetAmbient(0.5);
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sphere4->GetProperty()->SetDiffuse(0.0);
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sphere4->GetProperty()->SetSpecular(0.0);
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sphere4->AddPosition(3.75,0,0);
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vtkSmartPointer<vtkActor> sphere5 = vtkSmartPointer<vtkActor>::New();
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sphere5->SetMapper(sphereMapper);
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sphere5->GetProperty()->SetColor(1,0,0);
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sphere5->GetProperty()->SetAmbient(0.625);
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sphere5->GetProperty()->SetDiffuse(0.0);
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sphere5->GetProperty()->SetSpecular(0.0);
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sphere5->AddPosition(0.0,1.25,0);
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vtkSmartPointer<vtkActor> sphere6 = vtkSmartPointer<vtkActor>::New();
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sphere6->SetMapper(sphereMapper);
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sphere6->GetProperty()->SetColor(1,0,0);
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sphere6->GetProperty()->SetAmbient(0.75);
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sphere6->GetProperty()->SetDiffuse(0.0);
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sphere6->GetProperty()->SetSpecular(0.0);
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sphere6->AddPosition(1.25,1.25,0);
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vtkSmartPointer<vtkActor> sphere7 = vtkSmartPointer<vtkActor>::New();
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sphere7->SetMapper(sphereMapper);
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sphere7->GetProperty()->SetColor(1,0,0);
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sphere7->GetProperty()->SetAmbient(0.875);
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sphere7->GetProperty()->SetDiffuse(0.0);
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sphere7->GetProperty()->SetSpecular(0.0);
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sphere7->AddPosition(2.5,1.25,0);
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vtkSmartPointer<vtkActor> sphere8 = vtkSmartPointer<vtkActor>::New();
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sphere8->SetMapper(sphereMapper);
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sphere8->GetProperty()->SetColor(1,0,0);
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sphere8->GetProperty()->SetAmbient(1.0);
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sphere8->GetProperty()->SetDiffuse(0.0);
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sphere8->GetProperty()->SetSpecular(0.0);
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sphere8->AddPosition(3.75,1.25,0);
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// Create the graphics structure. The renderer renders into the
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// render window. The render window interactor captures mouse events
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// and will perform appropriate camera or actor manipulation
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// depending on the nature of the events.
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//
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vtkSmartPointer<vtkRenderer> ren1 = vtkSmartPointer<vtkRenderer>::New();
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vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
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renWin->AddRenderer(ren1);
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vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();
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iren->SetRenderWindow(renWin);
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// Add the actors to the renderer, set the background and size.
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//
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ren1->AddActor(sphere1);
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ren1->AddActor(sphere2);
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ren1->AddActor(sphere3);
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ren1->AddActor(sphere4);
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ren1->AddActor(sphere5);
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ren1->AddActor(sphere6);
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ren1->AddActor(sphere7);
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ren1->AddActor(sphere8);
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ren1->SetBackground(0.1, 0.2, 0.4);
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renWin->SetSize(400, 200);
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// Set up the lighting.
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//
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vtkSmartPointer<vtkLight> light = vtkSmartPointer<vtkLight>::New();
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light->SetFocalPoint(1.875,0.6125,0);
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light->SetPosition(0.875,1.6125,1);
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ren1->AddLight(light);
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// We want to eliminate perspective effects on the apparent lighting.
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// Parallel camera projection will be used. To zoom in parallel projection
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// mode, the ParallelScale is set.
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//
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ren1->GetActiveCamera()->SetFocalPoint(0,0,0);
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ren1->GetActiveCamera()->SetPosition(0,0,1);
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ren1->GetActiveCamera()->SetViewUp(0,1,0);
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ren1->GetActiveCamera()->ParallelProjectionOn();
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ren1->ResetCamera();
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ren1->GetActiveCamera()->SetParallelScale(1.5);
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// This starts the event loop and invokes an initial render.
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//
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iren->Initialize();
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iren->Start();
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return EXIT_SUCCESS;
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}
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