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Program: Visualization Toolkit
Module: vtkRenderer.h
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.
=========================================================================*/
// .NAME vtkRenderer - abstract specification for renderers
// .SECTION Description
// vtkRenderer provides an abstract specification for renderers. A renderer
// is an object that controls the rendering process for objects. Rendering
// is the process of converting geometry, a specification for lights, and
// a camera view into an image. vtkRenderer also performs coordinate
// transformation between world coordinates, view coordinates (the computer
// graphics rendering coordinate system), and display coordinates (the
// actual screen coordinates on the display device). Certain advanced
// rendering features such as two-sided lighting can also be controlled.
// .SECTION See Also
// vtkRenderWindow vtkActor vtkCamera vtkLight vtkVolume
#ifndef vtkRenderer_h
#define vtkRenderer_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkViewport.h"
#include "vtkVolumeCollection.h" // Needed for access in inline members
#include "vtkActorCollection.h" // Needed for access in inline members
class vtkRenderWindow;
class vtkVolume;
class vtkCuller;
class vtkActor;
class vtkActor2D;
class vtkCamera;
class vtkLightCollection;
class vtkCullerCollection;
class vtkLight;
class vtkPainter;
class vtkHardwareSelector;
class vtkRendererDelegate;
class vtkTexture;
class VTKRENDERINGCORE_EXPORT vtkRenderer : public vtkViewport
{
public:
vtkTypeMacro(vtkRenderer,vtkViewport);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Create a vtkRenderer with a black background, a white ambient light,
// two-sided lighting turned on, a viewport of (0,0,1,1), and backface
// culling turned off.
static vtkRenderer *New();
// Description:
// Add/Remove different types of props to the renderer.
// These methods are all synonyms to AddViewProp and RemoveViewProp.
// They are here for convenience and backwards compatibility.
void AddActor(vtkProp *p);
void AddVolume(vtkProp *p);
void RemoveActor(vtkProp *p);
void RemoveVolume(vtkProp *p);
// Description:
// Add a light to the list of lights.
void AddLight(vtkLight *);
// Description:
// Remove a light from the list of lights.
void RemoveLight(vtkLight *);
// Description:
// Remove all lights from the list of lights.
void RemoveAllLights();
// Description:
// Return the collection of lights.
vtkLightCollection *GetLights();
// Description:
// Set the collection of lights.
// We cannot name it SetLights because of TestSetGet
// \pre lights_exist: lights!=0
// \post lights_set: lights==this->GetLights()
void SetLightCollection(vtkLightCollection *lights);
// Description:
// Create and add a light to renderer.
void CreateLight(void);
// Description:
// Create a new Light sutible for use with this type of Renderer.
// For example, a vtkMesaRenderer should create a vtkMesaLight
// in this function. The default is to just call vtkLight::New.
virtual vtkLight *MakeLight();
// Description:
// Turn on/off two-sided lighting of surfaces. If two-sided lighting is
// off, then only the side of the surface facing the light(s) will be lit,
// and the other side dark. If two-sided lighting on, both sides of the
// surface will be lit.
vtkGetMacro(TwoSidedLighting,int);
vtkSetMacro(TwoSidedLighting,int);
vtkBooleanMacro(TwoSidedLighting,int);
// Description:
// Turn on/off the automatic repositioning of lights as the camera moves.
// If LightFollowCamera is on, lights that are designated as Headlights
// or CameraLights will be adjusted to move with this renderer's camera.
// If LightFollowCamera is off, the lights will not be adjusted.
//
// (Note: In previous versions of vtk, this light-tracking
// functionality was part of the interactors, not the renderer. For
// backwards compatibility, the older, more limited interactor
// behavior is enabled by default. To disable this mode, turn the
// interactor's LightFollowCamera flag OFF, and leave the renderer's
// LightFollowCamera flag ON.)
vtkSetMacro(LightFollowCamera,int);
vtkGetMacro(LightFollowCamera,int);
vtkBooleanMacro(LightFollowCamera,int);
// Description:
// Turn on/off a flag which disables the automatic light creation capability.
// Normally in VTK if no lights are associated with the renderer, then a light
// is automatically created. However, in special circumstances this feature is
// undesirable, so the following boolean is provided to disable automatic
// light creation. (Turn AutomaticLightCreation off if you do not want lights
// to be created.)
vtkGetMacro(AutomaticLightCreation,int);
vtkSetMacro(AutomaticLightCreation,int);
vtkBooleanMacro(AutomaticLightCreation,int);
// Description:
// Ask the lights in the scene that are not in world space
// (for instance, Headlights or CameraLights that are attached to the
// camera) to update their geometry to match the active camera.
virtual int UpdateLightsGeometryToFollowCamera(void);
// Description:
// Return the collection of volumes.
vtkVolumeCollection *GetVolumes();
// Description:
// Return any actors in this renderer.
vtkActorCollection *GetActors();
// Description:
// Specify the camera to use for this renderer.
void SetActiveCamera(vtkCamera *);
// Description:
// Get the current camera. If there is not camera assigned to the
// renderer already, a new one is created automatically.
// This does *not* reset the camera.
vtkCamera *GetActiveCamera();
// Description:
// Create a new Camera sutible for use with this type of Renderer.
// For example, a vtkMesaRenderer should create a vtkMesaCamera
// in this function. The default is to just call vtkCamera::New.
virtual vtkCamera *MakeCamera();
// Description:
// When this flag is off, the renderer will not erase the background
// or the Zbuffer. It is used to have overlapping renderers.
// Both the RenderWindow Erase and Render Erase must be on
// for the camera to clear the renderer. By default, Erase is on.
vtkSetMacro(Erase, int);
vtkGetMacro(Erase, int);
vtkBooleanMacro(Erase, int);
// Description:
// When this flag is off, render commands are ignored. It is used to either
// multiplex a vtkRenderWindow or render only part of a vtkRenderWindow.
// By default, Draw is on.
vtkSetMacro(Draw, int);
vtkGetMacro(Draw, int);
vtkBooleanMacro(Draw, int);
// Description:
// This function is called to capture an instance of vtkProp that requires
// special handling during vtkRenderWindow::CaptureGL2PSSpecialProps().
int CaptureGL2PSSpecialProp(vtkProp *);
// Description:
// Set the prop collection object used during
// vtkRenderWindow::CaptureGL2PSSpecialProps(). Do not call manually, this
// is handled automatically by the render window.
void SetGL2PSSpecialPropCollection(vtkPropCollection *);
// Description:
// Add an culler to the list of cullers.
void AddCuller(vtkCuller *);
// Description:
// Remove an actor from the list of cullers.
void RemoveCuller(vtkCuller *);
// Description:
// Return the collection of cullers.
vtkCullerCollection *GetCullers();
// Description:
// Set the intensity of ambient lighting.
vtkSetVector3Macro(Ambient,double);
vtkGetVectorMacro(Ambient,double,3);
// Description:
// Set/Get the amount of time this renderer is allowed to spend
// rendering its scene. This is used by vtkLODActor's.
vtkSetMacro(AllocatedRenderTime,double);
virtual double GetAllocatedRenderTime();
// Description:
// Get the ratio between allocated time and actual render time.
// TimeFactor has been taken out of the render process.
// It is still computed in case someone finds it useful.
// It may be taken away in the future.
virtual double GetTimeFactor();
// Description:
// CALLED BY vtkRenderWindow ONLY. End-user pass your way and call
// vtkRenderWindow::Render().
// Create an image. This is a superclass method which will in turn
// call the DeviceRender method of Subclasses of vtkRenderer.
virtual void Render();
// Description:
// Create an image. Subclasses of vtkRenderer must implement this method.
virtual void DeviceRender() =0;
// Description:
// Render translucent polygonal geometry. Default implementation just call
// UpdateTranslucentPolygonalGeometry().
// Subclasses of vtkRenderer that can deal with depth peeling must
// override this method.
// It updates boolean ivar LastRenderingUsedDepthPeeling.
virtual void DeviceRenderTranslucentPolygonalGeometry();
// Description:
// Clear the image to the background color.
virtual void Clear() {}
// Description:
// Returns the number of visible actors.
int VisibleActorCount();
// Description:
// Returns the number of visible volumes.
int VisibleVolumeCount();
// Description:
// Compute the bounding box of all the visible props
// Used in ResetCamera() and ResetCameraClippingRange()
void ComputeVisiblePropBounds( double bounds[6] );
// Description:
// Wrapper-friendly version of ComputeVisiblePropBounds
double *ComputeVisiblePropBounds();
// Description:
// Reset the camera clipping range based on the bounds of the
// visible actors. This ensures that no props are cut off
void ResetCameraClippingRange();
// Description:
// Reset the camera clipping range based on a bounding box.
// This method is called from ResetCameraClippingRange()
// If Deering frustrum is used then the bounds get expanded
// by the camera's modelview matrix.
void ResetCameraClippingRange( double bounds[6] );
void ResetCameraClippingRange( double xmin, double xmax,
double ymin, double ymax,
double zmin, double zmax);
// Description:
// Specify tolerance for near clipping plane distance to the camera as a
// percentage of the far clipping plane distance. By default this will be
// set to 0.01 for 16 bit zbuffers and 0.001 for higher depth z buffers
vtkSetClampMacro(NearClippingPlaneTolerance,double,0,0.99);
vtkGetMacro(NearClippingPlaneTolerance,double);
// Description:
// Automatically set up the camera based on the visible actors.
// The camera will reposition itself to view the center point of the actors,
// and move along its initial view plane normal (i.e., vector defined from
// camera position to focal point) so that all of the actors can be seen.
void ResetCamera();
// Description:
// Automatically set up the camera based on a specified bounding box
// (xmin,xmax, ymin,ymax, zmin,zmax). Camera will reposition itself so
// that its focal point is the center of the bounding box, and adjust its
// distance and position to preserve its initial view plane normal
// (i.e., vector defined from camera position to focal point). Note: is
// the view plane is parallel to the view up axis, the view up axis will
// be reset to one of the three coordinate axes.
void ResetCamera(double bounds[6]);
// Description:
// Alternative version of ResetCamera(bounds[6]);
void ResetCamera(double xmin, double xmax, double ymin, double ymax,
double zmin, double zmax);
// Description:
// Specify the rendering window in which to draw. This is automatically set
// when the renderer is created by MakeRenderer. The user probably
// shouldn't ever need to call this method.
void SetRenderWindow(vtkRenderWindow *);
vtkRenderWindow *GetRenderWindow() {return this->RenderWindow;};
virtual vtkWindow *GetVTKWindow();
// Description:
// Turn on/off using backing store. This may cause the re-rendering
// time to be slightly slower when the view changes. But it is
// much faster when the image has not changed, such as during an
// expose event.
vtkSetMacro(BackingStore,int);
vtkGetMacro(BackingStore,int);
vtkBooleanMacro(BackingStore,int);
// Description:
// Turn on/off interactive status. An interactive renderer is one that
// can receive events from an interactor. Should only be set if
// there are multiple renderers in the same section of the viewport.
vtkSetMacro(Interactive,int);
vtkGetMacro(Interactive,int);
vtkBooleanMacro(Interactive,int);
// Description:
// Set/Get the layer that this renderer belongs to. This is only used if
// there are layered renderers.
//
// Note: Changing the layer will update the PreserveColorBuffer setting. If
// the layer is 0, PreserveColorBuffer will be set to false, making the
// bottom renderer opaque. If the layer is non-zero, PreserveColorBuffer will
// be set to true, giving the renderer a transparent background. If other
// PreserveColorBuffer configurations are desired, they must be adjusted after
// the layer is set.
virtual void SetLayer(int layer);
vtkGetMacro(Layer, int);
// Description:
// By default, the renderer at layer 0 is opaque, and all non-zero layer
// renderers are transparent. This flag allows this behavior to be overridden.
// If true, this setting will force the renderer to preserve the existing
// color buffer regardless of layer. If false, it will always be cleared at
// the start of rendering.
//
// This flag influences the Transparent() method, and is updated by calls to
// SetLayer(). For this reason it should only be set after changing the layer.
vtkGetMacro(PreserveColorBuffer, int);
vtkSetMacro(PreserveColorBuffer, int);
vtkBooleanMacro(PreserveColorBuffer, int);
// Description:
// By default, the depth buffer is reset for each renderer. If this flag is
// true, this renderer will use the existing depth buffer for its rendering.
vtkSetMacro(PreserveDepthBuffer, int);
vtkGetMacro(PreserveDepthBuffer, int);
vtkBooleanMacro(PreserveDepthBuffer, int);
// Description:
// Returns a boolean indicating if this renderer is transparent. It is
// transparent if it is not in the deepest layer of its render window.
int Transparent();
// Description:
// Convert world point coordinates to view coordinates.
void WorldToView();
// Description:
// Convert view point coordinates to world coordinates.
void ViewToWorld();
virtual void ViewToWorld(double &wx, double &wy, double &wz);
// Description:
// Convert world point coordinates to view coordinates.
virtual void WorldToView(double &wx, double &wy, double &wz);
// Description:
// Given a pixel location, return the Z value. The z value is
// normalized (0,1) between the front and back clipping planes.
double GetZ (int x, int y);
// Description:
// Return the MTime of the renderer also considering its ivars.
unsigned long GetMTime();
// Description:
// Get the time required, in seconds, for the last Render call.
vtkGetMacro( LastRenderTimeInSeconds, double );
// Description:
// Should be used internally only during a render
// Get the number of props that were rendered using a
// RenderOpaqueGeometry or RenderTranslucentPolygonalGeometry call.
// This is used to know if something is in the frame buffer.
vtkGetMacro( NumberOfPropsRendered, int );
// Description:
// Return the prop (via a vtkAssemblyPath) that has the highest z value
// at the given x, y position in the viewport. Basically, the top most
// prop that renders the pixel at selectionX, selectionY will be returned.
// If nothing was picked then NULL is returned. This method selects from
// the renderers Prop list.
vtkAssemblyPath* PickProp(double selectionX, double selectionY)
{
return this->PickProp(selectionX, selectionY, selectionX, selectionY);
}
vtkAssemblyPath* PickProp(double selectionX1, double selectionY1,
double selectionX2, double selectionY2);
// Description:
// Do anything necessary between rendering the left and right viewpoints
// in a stereo render. Doesn't do anything except in the derived
// vtkIceTRenderer in ParaView.
virtual void StereoMidpoint() { return; };
// Description:
// Compute the aspect ratio of this renderer for the current tile. When
// tiled displays are used the aspect ratio of the renderer for a given
// tile may be different that the aspect ratio of the renderer when rendered
// in it entirity
double GetTiledAspectRatio();
// Description:
// This method returns 1 if the ActiveCamera has already been set or
// automatically created by the renderer. It returns 0 if the
// ActiveCamera does not yet exist.
int IsActiveCameraCreated()
{ return (this->ActiveCamera != NULL); }
// Description:
// Turn on/off rendering of translucent material with depth peeling
// technique. The render window must have alpha bits (ie call
// SetAlphaBitPlanes(1)) and no multisample buffer (ie call
// SetMultiSamples(0) ) to support depth peeling.
// If UseDepthPeeling is on and the GPU supports it, depth peeling is used
// for rendering translucent materials.
// If UseDepthPeeling is off, alpha blending is used.
// Initial value is off.
vtkSetMacro(UseDepthPeeling,int);
vtkGetMacro(UseDepthPeeling,int);
vtkBooleanMacro(UseDepthPeeling,int);
// Description:
// In case of use of depth peeling technique for rendering translucent
// material, define the threshold under which the algorithm stops to
// iterate over peel layers. This is the ratio of the number of pixels
// that have been touched by the last layer over the total number of pixels
// of the viewport area.
// Initial value is 0.0, meaning rendering have to be exact. Greater values
// may speed-up the rendering with small impact on the quality.
vtkSetClampMacro(OcclusionRatio,double,0.0,0.5);
vtkGetMacro(OcclusionRatio,double);
// Description:
// In case of depth peeling, define the maximum number of peeling layers.
// Initial value is 4. A special value of 0 means no maximum limit.
// It has to be a positive value.
vtkSetMacro(MaximumNumberOfPeels,int);
vtkGetMacro(MaximumNumberOfPeels,int);
// Description:
// Tells if the last call to DeviceRenderTranslucentPolygonalGeometry()
// actually used depth peeling.
// Initial value is false.
vtkGetMacro(LastRenderingUsedDepthPeeling,int);
// Description:
// Set/Get a custom Render call. Allows to hook a Render call from an
// external project.It will be used in place of vtkRenderer::Render() if it
// is not NULL and its Used ivar is set to true.
// Initial value is NULL.
void SetDelegate(vtkRendererDelegate *d);
vtkGetObjectMacro(Delegate,vtkRendererDelegate);
// Description:
// Get the current hardware selector. If the Selector is set, it implies the
// current render pass is for selection. Mappers/Properties may choose to
// behave differently when rendering for hardware selection.
vtkGetObjectMacro(Selector, vtkHardwareSelector);
// Description:
// Set/Get the texture to be used for the background. If set
// and enabled this gets the priority over the gradient background.
virtual void SetBackgroundTexture(vtkTexture*);
vtkGetObjectMacro(BackgroundTexture, vtkTexture);
// Description:
// Set/Get whether this viewport should have a textured background.
// Default is off.
vtkSetMacro(TexturedBackground,bool);
vtkGetMacro(TexturedBackground,bool);
vtkBooleanMacro(TexturedBackground,bool);
// method to release graphics resources in any derived renderers.
virtual void ReleaseGraphicsResources(vtkWindow *) { }
//BTX
protected:
vtkRenderer();
~vtkRenderer();
// internal method for doing a render for picking purposes
virtual void PickRender(vtkPropCollection *props);
virtual void PickGeometry();
// internal method to expand bounding box to consider model transform
// matrix or model view transform matrix based on whether or not deering
// frustum is used.
virtual void ExpandBounds(double bounds[6], vtkMatrix4x4 *matrix);
vtkCamera *ActiveCamera;
vtkLight *CreatedLight;
vtkLightCollection *Lights;
vtkCullerCollection *Cullers;
vtkActorCollection *Actors;
vtkVolumeCollection *Volumes;
double Ambient[3];
vtkRenderWindow *RenderWindow;
double AllocatedRenderTime;
double TimeFactor;
int TwoSidedLighting;
int AutomaticLightCreation;
int BackingStore;
unsigned char *BackingImage;
int BackingStoreSize[2];
vtkTimeStamp RenderTime;
double LastRenderTimeInSeconds;
int LightFollowCamera;
// Allocate the time for each prop
void AllocateTime();
// Internal variables indicating the number of props
// that have been or will be rendered in each category.
int NumberOfPropsRendered;
// A temporary list of props used for culling, and traversal
// of all props when rendering
vtkProp **PropArray;
int PropArrayCount;
// A temporary list used for picking
vtkAssemblyPath **PathArray;
int PathArrayCount;
// Indicates if the renderer should receive events from an interactor.
// Typically only used in conjunction with transparent renderers.
int Interactive;
// Shows what layer this renderer belongs to. Only of interested when
// there are layered renderers.
int Layer;
int PreserveColorBuffer;
int PreserveDepthBuffer;
// Holds the result of ComputeVisiblePropBounds so that it is visible from
// wrapped languages
double ComputedVisiblePropBounds[6];
// Description:
// Specifies the minimum distance of the near clipping
// plane as a percentage of the far clipping plane distance. Values below
// this threshold are clipped to NearClippingPlaneTolerance*range[1].
// Note that values which are too small may cause problems on systems
// with low z-buffer resolution.
double NearClippingPlaneTolerance;
// Description:
// When this flag is off, the renderer will not erase the background
// or the Zbuffer. It is used to have overlapping renderers.
// Both the RenderWindow Erase and Render Erase must be on
// for the camera to clear the renderer. By default, Erase is on.
int Erase;
// Description:
// When this flag is off, render commands are ignored. It is used to either
// multiplex a vtkRenderWindow or render only part of a vtkRenderWindow.
// By default, Draw is on.
int Draw;
// Description:
// Temporary collection used by vtkRenderWindow::CaptureGL2PSSpecialProps.
vtkPropCollection *GL2PSSpecialPropCollection;
// Friend class to allow render passes to access functions.
friend class vtkRenderPass;
// Description:
// Ask all props to update and draw any opaque and translucent
// geometry. This includes both vtkActors and vtkVolumes
// Returns the number of props that rendered geometry.
virtual int UpdateGeometry();
// Description:
// Ask all props to update and draw any translucent polygonal
// geometry. This includes both vtkActors and vtkVolumes
// Return the number of rendered props.
// It is called once with alpha blending technique. It is called multiple
// times with depth peeling technique.
virtual int UpdateTranslucentPolygonalGeometry();
// Description:
// Ask the active camera to do whatever it needs to do prior to rendering.
// Creates a camera if none found active.
virtual int UpdateCamera(void);
// Description:
// Update the geometry of the lights in the scene that are not in world
// space (for instance, Headlights or CameraLights that are attached to the
// camera).
virtual int UpdateLightGeometry(void);
// Description:
// Ask all lights to load themselves into rendering pipeline.
// This method will return the actual number of lights that were on.
virtual int UpdateLights(void) {return 0;}
// Description:
// Get the current camera and reset it only if it gets created
// automatically (see GetActiveCamera).
// This is only used internally.
vtkCamera *GetActiveCameraAndResetIfCreated();
// Description:
// If this flag is on and the GPU supports it, depth peeling is used
// for rendering translucent materials.
// If this flag is off, alpha blending is used.
// Initial value is off.
int UseDepthPeeling;
// Description:
// In case of use of depth peeling technique for rendering translucent
// material, define the threshold under which the algorithm stops to
// iterate over peel layers. This is the ratio of the number of pixels
// that have been touched by the last layer over the total number of pixels
// of the viewport area.
// Initial value is 0.0, meaning rendering have to be exact. Greater values
// may speed-up the rendering with small impact on the quality.
double OcclusionRatio;
// Description:
// In case of depth peeling, define the maximum number of peeling layers.
// Initial value is 4. A special value of 0 means no maximum limit.
// It has to be a positive value.
int MaximumNumberOfPeels;
// Description:
// Tells if the last call to DeviceRenderTranslucentPolygonalGeometry()
// actually used depth peeling.
// Initial value is false.
int LastRenderingUsedDepthPeeling;
// HARDWARE SELECTION ----------------------------------------
friend class vtkHardwareSelector;
// Description:
// Called by vtkHardwareSelector when it begins rendering for selection.
void SetSelector(vtkHardwareSelector* selector)
{ this->Selector = selector; this->Modified(); }
// End Ivars for visible cell selecting.
vtkHardwareSelector* Selector;
//---------------------------------------------------------------
friend class vtkRendererDelegate;
vtkRendererDelegate *Delegate;
bool TexturedBackground;
vtkTexture* BackgroundTexture;
private:
vtkRenderer(const vtkRenderer&); // Not implemented.
void operator=(const vtkRenderer&); // Not implemented.
//ETX
};
inline vtkLightCollection *vtkRenderer::GetLights() {
return this->Lights;
}
// Description:
// Get the list of cullers for this renderer.
inline vtkCullerCollection *vtkRenderer::GetCullers(){return this->Cullers;}
#endif
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