[vtkusers] Light source similar to a flashlight?
David Doria
daviddoria at gmail.com
Sun Nov 25 08:37:52 EST 2012
On Sun, Nov 25, 2012 at 8:27 AM, Bill Lorensen <bill.lorensen at gmail.com>wrote:
> Apparently, if the renderer has a light at the first render, it does
> not create a default light.
>
Strange, that is not the behavior I'd expect.
> Move the AddLight after renderWindow->Render(); and you'll see the
> original light also.
With the following code, the back side of the plane/sphere are now indeed
again visible. However, the red light (the diffuse color) is applied to the
sphere (the yellow sphere has some hints of red/orange), but does not seem
to be applied to the plane? That is, I would expect a red circle to be
visible on the plane (and then the plane would be it's normal gray outside
of this circle).
#include <vtkLightCollection.h>
#include <vtkProperty.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkPlaneSource.h>
#include <vtkSphereSource.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkLight.h>
#include <vtkLightActor.h>
#include <vtkSmartPointer.h>
#include <vtkRenderWindowInteractor.h>
int main()
{
vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
double lightPosition[3] = {0, 0, 2};
// Create a light
double lightFocalPoint[3] = {0,0,0};
vtkSmartPointer<vtkLight> light = vtkSmartPointer<vtkLight>::New();
light->SetLightTypeToSceneLight();
light->SetPosition(lightPosition[0], lightPosition[1], lightPosition[2]);
light->SetPositional(true); // required for vtkLightActor below
light->SetConeAngle(10);
light->SetFocalPoint(lightFocalPoint[0], lightFocalPoint[1],
lightFocalPoint[2]);
light->SetDiffuseColor(1,0,0);
light->SetAmbientColor(0,1,0);
light->SetSpecularColor(0,0,1);
vtkLightCollection* originalLights = renderer->GetLights();
std::cout << "Originally there are " <<
originalLights->GetNumberOfItems() << " lights." << std::endl;
// renderer->AddLight(light); // can't do this here - must do this
after the renderWindow->Render() below
std::cout << "Now there are " << originalLights->GetNumberOfItems()
<< " lights." << std::endl;
// Display where the light is
vtkSmartPointer<vtkLightActor> lightActor =
vtkSmartPointer<vtkLightActor>::New();
lightActor->SetLight(light);
renderer->AddViewProp(lightActor);
// Display where the light is focused
vtkSmartPointer<vtkSphereSource> lightFocalPointSphere =
vtkSmartPointer<vtkSphereSource>::New();
lightFocalPointSphere->SetCenter(lightFocalPoint);
lightFocalPointSphere->SetRadius(.1);
lightFocalPointSphere->Update();
vtkSmartPointer<vtkPolyDataMapper> lightFocalPointMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
lightFocalPointMapper->SetInputConnection(lightFocalPointSphere->GetOutputPort());
vtkSmartPointer<vtkActor> lightFocalPointActor =
vtkSmartPointer<vtkActor>::New();
lightFocalPointActor->SetMapper(lightFocalPointMapper);
lightFocalPointActor->GetProperty()->SetColor(1.0, 1.0, 0.0); //(R,G,B)
renderer->AddViewProp(lightFocalPointActor);
// Create a cube for the light to shine on
vtkSmartPointer<vtkPlaneSource> plane =
vtkSmartPointer<vtkPlaneSource>::New();
plane->Update();
vtkSmartPointer<vtkPolyDataMapper> planeMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
planeMapper->SetInputData(plane->GetOutput());
vtkSmartPointer<vtkActor> planeActor = vtkSmartPointer<vtkActor>::New();
planeActor->SetMapper(planeMapper);
renderer->AddActor(planeActor);
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
renderWindow->Render();
renderer->AddLight(light); // must do this after renderWindow->Render();
renderWindowInteractor->Start();
}
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