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/*=========================================================================
Program: Visualization Toolkit
Module: vtkProperty.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.
=========================================================================*/
/**
* @class vtkProperty
* @brief represent surface properties of a geometric object
*
* vtkProperty is an object that represents lighting and other surface
* properties of a geometric object. The primary properties that can be
* set are colors (overall, ambient, diffuse, specular, and edge color);
* specular power; opacity of the object; the representation of the
* object (points, wireframe, or surface); and the shading method to be
* used (flat, Gouraud, and Phong). Also, some special graphics features
* like backface properties can be set and manipulated with this object.
*
* @sa
* vtkActor vtkPropertyDevice
*/
#ifndef vtkProperty_h
#define vtkProperty_h
#include "vtkObject.h"
#include "vtkRenderingCoreModule.h" // For export macro
#include <map> // used for ivar
#include <string> // used for ivar
// shading models
#define VTK_FLAT 0
#define VTK_GOURAUD 1
#define VTK_PHONG 2
#define VTK_PBR 3
// representation models
#define VTK_POINTS 0
#define VTK_WIREFRAME 1
#define VTK_SURFACE 2
class vtkActor;
class vtkInformation;
class vtkRenderer;
class vtkShaderProgram;
class vtkTexture;
class vtkWindow;
class vtkXMLDataElement;
class vtkXMLMaterial;
class vtkPropertyInternals;
class VTKRENDERINGCORE_EXPORT vtkProperty : public vtkObject
{
public:
vtkTypeMacro(vtkProperty, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Construct object with object color, ambient color, diffuse color,
* specular color, and edge color white; ambient coefficient=0; diffuse
* coefficient=0; specular coefficient=0; specular power=1; Gouraud shading;
* and surface representation. Backface and frontface culling are off.
*/
static vtkProperty* New();
/**
* Assign one property to another.
*/
void DeepCopy(vtkProperty* p);
/**
* This method causes the property to set up whatever is required for
* its instance variables. This is actually handled by a subclass of
* vtkProperty, which is created automatically. This
* method includes the invoking actor as an argument which can
* be used by property devices that require the actor.
*/
virtual void Render(vtkActor*, vtkRenderer*);
/**
* This method renders the property as a backface property. TwoSidedLighting
* must be turned off to see any backface properties. Note that only
* colors and opacity are used for backface properties. Other properties
* such as Representation, Culling are specified by the Property.
*/
virtual void BackfaceRender(vtkActor*, vtkRenderer*) {}
/**
* This method is called after the actor has been rendered.
* Don't call this directly. This method cleans up
* any shaders allocated.
*/
virtual void PostRender(vtkActor*, vtkRenderer*);
//@{
/**
* Set/Get lighting flag for an object. Initial value is true.
*/
vtkGetMacro(Lighting, bool);
vtkSetMacro(Lighting, bool);
vtkBooleanMacro(Lighting, bool);
//@}
//@{
/**
* Set/Get rendering of points as spheres. The size of the
* sphere in pixels is controlled by the PointSize
* attribute. Note that half spheres may be rendered
* instead of spheres.
*/
vtkGetMacro(RenderPointsAsSpheres, bool);
vtkSetMacro(RenderPointsAsSpheres, bool);
vtkBooleanMacro(RenderPointsAsSpheres, bool);
//@}
//@{
/**
* Set/Get rendering of lines as tubes. The width of the
* line in pixels is controlled by the LineWidth
* attribute. May not be supported on every platform
* and the implementation may be half tubes, or something
* only tube like in appearance.
*/
vtkGetMacro(RenderLinesAsTubes, bool);
vtkSetMacro(RenderLinesAsTubes, bool);
vtkBooleanMacro(RenderLinesAsTubes, bool);
//@}
//@{
/**
* Set the shading interpolation method for an object.
*/
vtkSetClampMacro(Interpolation, int, VTK_FLAT, VTK_PBR);
vtkGetMacro(Interpolation, int);
void SetInterpolationToFlat() { this->SetInterpolation(VTK_FLAT); }
void SetInterpolationToGouraud() { this->SetInterpolation(VTK_GOURAUD); }
void SetInterpolationToPhong() { this->SetInterpolation(VTK_PHONG); }
void SetInterpolationToPBR() { this->SetInterpolation(VTK_PBR); }
const char* GetInterpolationAsString();
//@}
//@{
/**
* Control the surface geometry representation for the object.
*/
vtkSetClampMacro(Representation, int, VTK_POINTS, VTK_SURFACE);
vtkGetMacro(Representation, int);
void SetRepresentationToPoints() { this->SetRepresentation(VTK_POINTS); }
void SetRepresentationToWireframe() { this->SetRepresentation(VTK_WIREFRAME); }
void SetRepresentationToSurface() { this->SetRepresentation(VTK_SURFACE); }
const char* GetRepresentationAsString();
//@}
//@{
/**
* Set the color of the object. Has the side effect of setting the
* ambient diffuse and specular colors as well. This is basically
* a quick overall color setting method.
*/
virtual void SetColor(double r, double g, double b);
virtual void SetColor(double a[3]);
double* GetColor() VTK_SIZEHINT(3);
void GetColor(double rgb[3]);
void GetColor(double& r, double& g, double& b);
//@}
//@{
/**
* Set/Get the metallic coefficient.
* Usually this value is either 0 or 1 for real material but any value in between is valid.
* This parameter is only used by PBR Interpolation.
* Default value is 0.0
*/
vtkSetClampMacro(Metallic, double, 0.0, 1.0);
vtkGetMacro(Metallic, double);
//@}
//@{
/**
* Set/Get the roughness coefficient.
* This value have to be between 0 (glossy) and 1 (rough).
* A glossy material have reflections and a high specular part.
* This parameter is only used by PBR Interpolation.
* Default value is 0.5
*/
vtkSetClampMacro(Roughness, double, 0.0, 1.0);
vtkGetMacro(Roughness, double);
//@}
//@{
/**
* Set/Get the normal scale coefficient.
* This value affects the strength of the normal deviation from the texture.
* Default value is 1.0
*/
vtkSetMacro(NormalScale, double);
vtkGetMacro(NormalScale, double);
//@}
//@{
/**
* Set/Get the occlusion strength coefficient.
* This value affects the strength of the occlusion if a material texture is present.
* This parameter is only used by PBR Interpolation.
* Default value is 1.0
*/
vtkSetClampMacro(OcclusionStrength, double, 0.0, 1.0);
vtkGetMacro(OcclusionStrength, double);
//@}
//@{
/**
* Set/Get the emissive factor.
* This value is multiplied with the emissive color when an emissive texture is present.
* This parameter is only used by PBR Interpolation.
* Default value is [1.0, 1.0, 1.0]
*/
vtkSetVector3Macro(EmissiveFactor, double);
vtkGetVector3Macro(EmissiveFactor, double);
//@}
//@{
/**
* Set/Get the ambient lighting coefficient.
*/
vtkSetClampMacro(Ambient, double, 0.0, 1.0);
vtkGetMacro(Ambient, double);
//@}
//@{
/**
* Set/Get the diffuse lighting coefficient.
*/
vtkSetClampMacro(Diffuse, double, 0.0, 1.0);
vtkGetMacro(Diffuse, double);
//@}
//@{
/**
* Set/Get the specular lighting coefficient.
*/
vtkSetClampMacro(Specular, double, 0.0, 1.0);
vtkGetMacro(Specular, double);
//@}
//@{
/**
* Set/Get the specular power.
*/
vtkSetClampMacro(SpecularPower, double, 0.0, 128.0);
vtkGetMacro(SpecularPower, double);
//@}
//@{
/**
* Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely
* transparent.
*/
vtkSetClampMacro(Opacity, double, 0.0, 1.0);
vtkGetMacro(Opacity, double);
//@}
//@{
/**
* Set/Get the ambient surface color. Not all renderers support separate
* ambient and diffuse colors. From a physical standpoint it really
* doesn't make too much sense to have both. For the rendering
* libraries that don't support both, the diffuse color is used.
*/
vtkSetVector3Macro(AmbientColor, double);
vtkGetVector3Macro(AmbientColor, double);
//@}
//@{
/**
* Set/Get the diffuse surface color.
* For PBR Interpolation, DiffuseColor is used as the base color
*/
vtkSetVector3Macro(DiffuseColor, double);
vtkGetVector3Macro(DiffuseColor, double);
//@}
//@{
/**
* Set/Get the specular surface color.
*/
vtkSetVector3Macro(SpecularColor, double);
vtkGetVector3Macro(SpecularColor, double);
//@}
//@{
/**
* Turn on/off the visibility of edges. On some renderers it is
* possible to render the edges of geometric primitives separately
* from the interior.
*/
vtkGetMacro(EdgeVisibility, vtkTypeBool);
vtkSetMacro(EdgeVisibility, vtkTypeBool);
vtkBooleanMacro(EdgeVisibility, vtkTypeBool);
//@}
//@{
/**
* Set/Get the color of primitive edges (if edge visibility is enabled).
*/
vtkSetVector3Macro(EdgeColor, double);
vtkGetVector3Macro(EdgeColor, double);
//@}
//@{
/**
* Turn on/off the visibility of vertices. On some renderers it is
* possible to render the vertices of geometric primitives separately
* from the interior.
*/
vtkGetMacro(VertexVisibility, vtkTypeBool);
vtkSetMacro(VertexVisibility, vtkTypeBool);
vtkBooleanMacro(VertexVisibility, vtkTypeBool);
//@}
//@{
/**
* Set/Get the color of primitive vertices (if vertex visibility is enabled).
*/
vtkSetVector3Macro(VertexColor, double);
vtkGetVector3Macro(VertexColor, double);
//@}
//@{
/**
* Set/Get the width of a Line. The width is expressed in screen units.
* This is only implemented for OpenGL. The default is 1.0.
*/
vtkSetClampMacro(LineWidth, float, 0, VTK_FLOAT_MAX);
vtkGetMacro(LineWidth, float);
//@}
//@{
/**
* Set/Get the stippling pattern of a Line, as a 16-bit binary pattern
* (1 = pixel on, 0 = pixel off).
* This is only implemented for OpenGL, not OpenGL2. The default is 0xFFFF.
*/
vtkSetMacro(LineStipplePattern, int);
vtkGetMacro(LineStipplePattern, int);
//@}
//@{
/**
* Set/Get the stippling repeat factor of a Line, which specifies how
* many times each bit in the pattern is to be repeated.
* This is only implemented for OpenGL, not OpenGL2. The default is 1.
*/
vtkSetClampMacro(LineStippleRepeatFactor, int, 1, VTK_INT_MAX);
vtkGetMacro(LineStippleRepeatFactor, int);
//@}
//@{
/**
* Set/Get the diameter of a point. The size is expressed in screen units.
* This is only implemented for OpenGL. The default is 1.0.
*/
vtkSetClampMacro(PointSize, float, 0, VTK_FLOAT_MAX);
vtkGetMacro(PointSize, float);
//@}
//@{
/**
* Turn on/off fast culling of polygons based on orientation of normal
* with respect to camera. If backface culling is on, polygons facing
* away from camera are not drawn.
*/
vtkGetMacro(BackfaceCulling, vtkTypeBool);
vtkSetMacro(BackfaceCulling, vtkTypeBool);
vtkBooleanMacro(BackfaceCulling, vtkTypeBool);
//@}
//@{
/**
* Turn on/off fast culling of polygons based on orientation of normal
* with respect to camera. If frontface culling is on, polygons facing
* towards camera are not drawn.
*/
vtkGetMacro(FrontfaceCulling, vtkTypeBool);
vtkSetMacro(FrontfaceCulling, vtkTypeBool);
vtkBooleanMacro(FrontfaceCulling, vtkTypeBool);
//@}
//@{
/**
* Returns the name of the material currently loaded, if any.
*/
vtkSetStringMacro(MaterialName);
vtkGetStringMacro(MaterialName);
//@}
//@{
/**
* Enable/Disable shading. When shading is enabled, the
* Material must be set.
*/
vtkSetMacro(Shading, vtkTypeBool);
vtkGetMacro(Shading, vtkTypeBool);
vtkBooleanMacro(Shading, vtkTypeBool);
//@}
//@{
/**
* Provide values to initialize shader variables.
* Useful to initialize shader variables that change over time
* (animation, GUI widgets inputs, etc. )
* - \p name - hardware name of the uniform variable
* - \p numVars - number of variables being set
* - \p x - values
*/
virtual void AddShaderVariable(const char* name, int numVars, int* x);
virtual void AddShaderVariable(const char* name, int numVars, float* x);
virtual void AddShaderVariable(const char* name, int numVars, double* x);
//@}
//@{
/**
* Methods to provide to add shader variables from wrappers.
*/
void AddShaderVariable(const char* name, int v) { this->AddShaderVariable(name, 1, &v); }
void AddShaderVariable(const char* name, float v) { this->AddShaderVariable(name, 1, &v); }
void AddShaderVariable(const char* name, double v) { this->AddShaderVariable(name, 1, &v); }
void AddShaderVariable(const char* name, int v1, int v2)
{
int v[2] = { v1, v2 };
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, float v1, float v2)
{
float v[2] = { v1, v2 };
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, double v1, double v2)
{
double v[2] = { v1, v2 };
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, int v1, int v2, int v3)
{
int v[3] = { v1, v2, v3 };
this->AddShaderVariable(name, 3, v);
}
void AddShaderVariable(const char* name, float v1, float v2, float v3)
{
float v[3] = { v1, v2, v3 };
this->AddShaderVariable(name, 3, v);
}
void AddShaderVariable(const char* name, double v1, double v2, double v3)
{
double v[3] = { v1, v2, v3 };
this->AddShaderVariable(name, 3, v);
}
//@}
//@{
/**
* Set/Get the texture object to control rendering texture maps. This will
* be a vtkTexture object. A property does not need to have an associated
* texture map and multiple properties can share one texture. Textures
* must be assigned unique names. Note that for texture blending the
* textures will be rendering is alphabetical order and after any texture
* defined in the actor.
* There exists 4 special textures with reserved names: "albedoTex", "materialTex", "normalTex"
* and "emissiveTex". While these textures can be added with the regular SetTexture method, it is
* prefered to use to method SetBaseColorTexture, SetORMTexture, SetNormalTexture and
* SetEmissiveTexture respectively.
*/
void SetTexture(const char* name, vtkTexture* texture);
vtkTexture* GetTexture(const char* name);
//@}
/**
* Set the base color texture. Also called albedo, this texture is only used while rendering
* with PBR interpolation. This is the color of the object.
* This texture must be in sRGB color space.
* @sa SetInterpolationToPBR vtkTexture::UseSRGBColorSpaceOn
*/
void SetBaseColorTexture(vtkTexture* texture) { this->SetTexture("albedoTex", texture); }
/**
* Set the ORM texture. This texture contains three RGB independent components corresponding to
* the Occlusion value, Roughness value and Metallic value respectively.
* Each texture value is scaled by the Occlusion strength, roughness coefficient and metallic
* coefficient.
* This texture must be in linear color space.
* This is only used by the PBR shading model.
* @sa SetInterpolationToPBR SetOcclusionStrength SetMetallic SetRoughness
*/
void SetORMTexture(vtkTexture* texture) { this->SetTexture("materialTex", texture); }
/**
* Set the normal texture. This texture is required for normal mapping. It is valid for both PBR
* and Phong interpolation.
* The normal mapping is enabled if this texture is present and both normals and tangents are
* presents in the vtkPolyData.
* This texture must be in linear color space.
* @sa vtkPolyDataTangents SetNormalScale
*/
void SetNormalTexture(vtkTexture* texture) { this->SetTexture("normalTex", texture); }
/**
* Set the emissive texture. When present, this RGB texture provides location and color to the
* shader where the vtkPolyData should emit light. Emited light is scaled by EmissiveFactor.
* This is only supported by PBR interpolation model.
* This texture must be in sRGB color space.
* @sa SetInterpolationToPBR SetEmissiveFactor vtkTexture::UseSRGBColorSpaceOn
*/
void SetEmissiveTexture(vtkTexture* texture) { this->SetTexture("emissiveTex", texture); }
/**
* Remove a texture from the collection.
*/
void RemoveTexture(const char* name);
/**
* Remove all the textures.
*/
void RemoveAllTextures();
/**
* Returns the number of textures in this property.
*/
int GetNumberOfTextures();
/**
* Returns all the textures in this property and their names
*/
std::map<std::string, vtkTexture*>& GetAllTextures() { return this->Textures; }
/**
* Release any graphics resources that are being consumed by this
* property. The parameter window could be used to determine which graphic
* resources to release.
*/
virtual void ReleaseGraphicsResources(vtkWindow* win);
//@{
/**
* Set/Get the information object associated with the Property.
*/
vtkGetObjectMacro(Information, vtkInformation);
virtual void SetInformation(vtkInformation*);
//@}
protected:
vtkProperty();
~vtkProperty() override;
/**
* Computes composite color. Used by GetColor().
*/
static void ComputeCompositeColor(double result[3], double ambient, const double ambient_color[3],
double diffuse, const double diffuse_color[3], double specular, const double specular_color[3]);
double Color[3];
double AmbientColor[3];
double DiffuseColor[3];
double SpecularColor[3];
double EdgeColor[3];
double VertexColor[3];
double Ambient;
double Diffuse;
double Metallic;
double Roughness;
double NormalScale;
double OcclusionStrength;
double EmissiveFactor[3];
double Specular;
double SpecularPower;
double Opacity;
float PointSize;
float LineWidth;
int LineStipplePattern;
int LineStippleRepeatFactor;
int Interpolation;
int Representation;
vtkTypeBool EdgeVisibility;
vtkTypeBool VertexVisibility;
vtkTypeBool BackfaceCulling;
vtkTypeBool FrontfaceCulling;
bool Lighting;
bool RenderPointsAsSpheres;
bool RenderLinesAsTubes;
vtkTypeBool Shading;
char* MaterialName;
typedef std::map<std::string, vtkTexture*> MapOfTextures;
MapOfTextures Textures;
// Arbitrary extra information associated with this Property.
vtkInformation* Information;
private:
vtkProperty(const vtkProperty&) = delete;
void operator=(const vtkProperty&) = delete;
};
//@{
/**
* Return the method of shading as a descriptive character string.
*/
inline const char* vtkProperty::GetInterpolationAsString(void)
{
if (this->Interpolation == VTK_FLAT)
{
return "Flat";
}
else if (this->Interpolation == VTK_GOURAUD)
{
return "Gouraud";
}
else if (this->Interpolation == VTK_PHONG)
{
return "Phong";
}
else // if (this->Interpolation == VTK_PBR)
{
return "Physically based rendering";
}
}
//@}
//@{
/**
* Return the method of shading as a descriptive character string.
*/
inline const char* vtkProperty::GetRepresentationAsString(void)
{
if (this->Representation == VTK_POINTS)
{
return "Points";
}
else if (this->Representation == VTK_WIREFRAME)
{
return "Wireframe";
}
else
{
return "Surface";
}
}
//@}
#endif