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Program: Visualization Toolkit
Module: vtkRIBExporter.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or for details.
This software is distributed WITHOUT ANY WARRANTY; without even
PURPOSE. See the above copyright notice for more information.
// .NAME vtkRIBExporter - export a scene into RenderMan RIB format.
// .SECTION Description
// vtkRIBExporter is a concrete subclass of vtkExporter that writes a
// Renderman .RIB files. The input specifies a vtkRenderWindow. All
// visible actors and lights will be included in the rib file. The
// following file naming conventions apply:
// rib file - FilePrefix.rib
// image file created by RenderMan - FilePrefix.tif
// texture files - TexturePrefix_0xADDR_MTIME.tif
// This object does NOT generate an image file. The user must run either
// RenderMan or a RenderMan emulator like Blue Moon Ray Tracer (BMRT).
// vtk properties are convert to Renderman shaders as follows:
// Normal property, no texture map -
// Normal property with texture map -
// These two shaders must be compiled by the rendering package being
// used. vtkRIBExporter also supports custom shaders. The shaders are
// written using the Renderman Shading Language. See "The Renderman
// Companion", ISBN 0-201-50868, 1989 for details on writing shaders.
// vtkRIBProperty specifies the declarations and parameter settings for
// custom shaders.
// Tcl Example: generate a rib file for the current rendering.
// vtkRIBExporter myRIB
// myRIB SetInput $renWin
// myRIB SetFIlePrefix mine
// myRIB Write
// This will create a file mine.rib. After running this file through
// a Renderman renderer a file mine.tif will contain the rendered image.
// .SECTION See Also
// vtkExporter vtkRIBProperty
#ifndef __vtkRIBExporter_h
#define __vtkRIBExporter_h
#include "vtkExporter.h"
class vtkActor;
class vtkCamera;
class vtkLight;
class vtkPolyData;
class vtkProperty;
class vtkRenderer;
class vtkTexture;
class vtkUnsignedCharArray;
class VTK_HYBRID_EXPORT vtkRIBExporter : public vtkExporter
static vtkRIBExporter *New();
void PrintSelf(ostream& os, vtkIndent indent);
// Description
// Specify the size of the image for RenderMan. If none is specified, the
// size of the render window will be used.
// Description
// Specify the sampling rate for the rendering. Default is 2 2.
// Description:
// Specify the prefix of the files to write out. The resulting file names
// will have .RIB appended to them.
// Description:
// Specify the prefix of any generated texture files.
// Description:
// Set/Get the background flag. Default is 0 (off).
// If set, the rib file will contain an
// image shader that will use the renderer window's background
// color. Normally, RenderMan does generate backgrounds. Backgrounds are
// composited into the scene with the tiffcomp program that comes with
// Pixar's RenderMan Toolkit. In fact, Pixar's Renderman will accept an
// image shader but only sets the alpha of the background. Images created
// this way will still have a black background but contain an alpha of 1
// at all pixels and CANNOT be subsequently composited with other images
// using tiffcomp. However, other RenderMan compliant renderers like
// Blue Moon Ray Tracing (BMRT) do allow image shaders and properly set
// the background color. If this sounds too confusing, use the following
// rules: If you are using Pixar's Renderman, leave the Background
// off. Otherwise, try setting BackGroundOn and see if you get the
// desired results.
// Description:
// Set or get the ExportArrays. If ExportArrays is set, then
// all point data, field data, and cell data arrays will get
// exported together with polygons.
vtkSetClampMacro(ExportArrays, int, 0, 1);
vtkBooleanMacro(ExportArrays, int);
vtkGetMacro(ExportArrays, int);
int Background;
int Size[2];
int PixelSamples[2];
// Description:
// This variable defines whether the arrays are exported or not.
int ExportArrays;
// Description:
// Write the RIB header.
void WriteHeader (vtkRenderer *aRen);
void WriteTrailer ();
void WriteTexture (vtkTexture *aTexture);
void WriteViewport (vtkRenderer *aRenderer, int size[2]);
void WriteCamera (vtkCamera *aCamera);
void WriteLight (vtkLight *aLight, int count);
void WriteAmbientLight (int count);
void WriteProperty (vtkProperty *aProperty, vtkTexture *aTexture);
void WritePolygons (vtkPolyData *pd, vtkUnsignedCharArray *colors,
vtkProperty *aProperty);
void WriteStrips (vtkPolyData *pd, vtkUnsignedCharArray *colors,
vtkProperty *aProperty);
void WriteData();
void WriteActor(vtkActor *anActor);
// Description:
// Since additional variables are sent to the shader as
// variables, and their names are used in the shader, these
// names have to follow C naming convention. This method
// modifies array name so that you can use it in shader.
void ModifyArrayName(char *newname, const char* name);
char *GetTextureName (vtkTexture *aTexture);
char *GetTIFFName (vtkTexture *aTexture);
char *FilePrefix;
FILE *FilePtr;
char *TexturePrefix;
vtkRIBExporter(const vtkRIBExporter&); // Not implemented.
void operator=(const vtkRIBExporter&); // Not implemented.