You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
661 lines
19 KiB
C++
661 lines
19 KiB
C++
/*=========================================================================
|
|
|
|
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
|