/usr/include/vtk-6.3/vtkRIBExporter.h is in libvtk6-dev 6.3.0+dfsg1-5.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkRIBExporter.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.
=========================================================================*/
// .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 - plastic.sl
// Normal property with texture map - txtplastic.sl
// 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 vtkRIBLight
#ifndef vtkRIBExporter_h
#define vtkRIBExporter_h
#include "vtkIOExportModule.h" // For export macro
#include "vtkExporter.h"
class vtkActor;
class vtkCamera;
class vtkLight;
class vtkPolyData;
class vtkProperty;
class vtkRenderer;
class vtkTexture;
class vtkUnsignedCharArray;
class VTKIOEXPORT_EXPORT vtkRIBExporter : public vtkExporter
{
public:
static vtkRIBExporter *New();
vtkTypeMacro(vtkRIBExporter,vtkExporter);
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.
vtkSetVector2Macro(Size,int);
vtkGetVectorMacro(Size,int,2);
// Description
// Specify the sampling rate for the rendering. Default is 2 2.
vtkSetVector2Macro(PixelSamples,int);
vtkGetVectorMacro(PixelSamples,int,2);
// Description:
// Specify the prefix of the files to write out. The resulting file names
// will have .rib appended to them.
vtkSetStringMacro(FilePrefix);
vtkGetStringMacro(FilePrefix);
// Description:
// Specify the prefix of any generated texture files.
vtkSetStringMacro(TexturePrefix);
vtkGetStringMacro(TexturePrefix);
// 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.
vtkSetMacro(Background,int);
vtkGetMacro(Background,int);
vtkBooleanMacro(Background,int);
// 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. Default is Off (0).
vtkSetClampMacro(ExportArrays, int, 0, 1);
vtkBooleanMacro(ExportArrays, int);
vtkGetMacro(ExportArrays, int);
protected:
vtkRIBExporter();
~vtkRIBExporter();
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;
private:
vtkRIBExporter(const vtkRIBExporter&); // Not implemented.
void operator=(const vtkRIBExporter&); // Not implemented.
};
#endif
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