Fraxinus  16.5.0-fx-rc5
An IGT application
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CorrectlyRenderTranslucentGeometry.cxx File Reference
#include <vtkSphereSource.h>
#include <vtkSmartPointer.h>
#include <vtkAppendPolyData.h>
#include <vtkCamera.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkProperty.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkTimerLog.h>
#include <vtkTransform.h>
#include <vtkDepthSortPolyData.h>

Go to the source code of this file.

Functions

vtkSmartPointer
< vtkAppendPolyData > 
GenerateOverlappingBunchOfSpheres (int theta, int phi)
 
bool SetupEnvironmentForDepthPeeling (vtkSmartPointer< vtkRenderWindow > renderWindow, vtkSmartPointer< vtkRenderer > renderer, int maxNoOfPeels, double occlusionRatio)
 
bool IsDepthPeelingSupported (vtkSmartPointer< vtkRenderWindow > renderWindow, vtkSmartPointer< vtkRenderer > renderer, bool doItOffScreen)
 
int main (int argc, char *argv[])
 

Function Documentation

vtkSmartPointer<vtkAppendPolyData> GenerateOverlappingBunchOfSpheres ( int  theta,
int  phi 
)

Generate a bunch of overlapping spheres within one poly data set: one big sphere evenly surrounded by four small spheres that intersect the centered sphere.

Parameters
thetasphere sampling resolution (THETA)
phisphere sampling resolution (PHI)
Returns
the set of spheres within one logical poly data set

Definition at line 32 of file CorrectlyRenderTranslucentGeometry.cxx.

bool IsDepthPeelingSupported ( vtkSmartPointer< vtkRenderWindow >  renderWindow,
vtkSmartPointer< vtkRenderer >  renderer,
bool  doItOffScreen 
)

Find out whether this box supports depth peeling. Depth peeling requires a variety of openGL extensions and appropriate drivers.

Parameters
renderWindowa valid openGL-supporting render window
renderera valid renderer instance
doItOffScreendo the test off screen which means that nothing is rendered to screen (this requires the box to support off screen rendering)
Returns
TRUE if depth peeling is supported, FALSE otherwise (which means that another strategy must be used for correct rendering of translucent geometry, e.g. CPU-based depth sorting)

Definition at line 116 of file CorrectlyRenderTranslucentGeometry.cxx.

int main ( int  argc,
char *  argv[] 
)

Example application demonstrating correct rendering of translucent geometry. It will automatically detect whether depth peeling is supported by the hardware and software, and will apply depth peeling if possible. Otherwise a fallback strategy is used: depth sorting on the CPU.
Usage: [ProgramName] Theta Phi MaximumPeels OcclusionRatio ForceDepthSortingFlag DoNotUseAnyDepthRelatedAlgorithmFlag
Theta ... spheres' THETA resolution
Phi ... spheres' PHI resolution
MaximumPeels ... maximum number of depth peels (multi-pass rendering) for depth peeling mode
OcclusionRatio ... occlusion ratio for depth peeling mode (0.0 for a perfect rendered image, >0.0 for a non-perfect image which is expected to be slower)
ForceDepthSortingFlag ... force depth sorting even if depth peeling is supported
DoNotUseAnyDepthRelatedAlgorithmFlag ... neither use depth peeling nor depth sorting - just render as usual

Definition at line 180 of file CorrectlyRenderTranslucentGeometry.cxx.

bool SetupEnvironmentForDepthPeeling ( vtkSmartPointer< vtkRenderWindow >  renderWindow,
vtkSmartPointer< vtkRenderer >  renderer,
int  maxNoOfPeels,
double  occlusionRatio 
)

Setup the rendering environment for depth peeling (general depth peeling support is requested).

See Also
IsDepthPeelingSupported()
Parameters
renderWindowa valid openGL-supporting render window
renderera valid renderer instance
maxNoOfPeelsmaximum number of depth peels (multi-pass rendering)
occlusionRatiothe occlusion ration (0.0 means a perfect image, >0.0 means a non-perfect image which in general results in faster rendering)
Returns
TRUE if depth peeling could be set up

Definition at line 78 of file CorrectlyRenderTranslucentGeometry.cxx.