52#ifndef vtkRIBExporter_h
53#define vtkRIBExporter_h
56#include "vtkIOExportModule.h"
58VTK_ABI_NAMESPACE_BEGIN
80 vtkSetVector2Macro(Size,
int);
81 vtkGetVectorMacro(Size,
int, 2);
88 vtkSetVector2Macro(PixelSamples,
int);
89 vtkGetVectorMacro(PixelSamples,
int, 2);
105 vtkSetStringMacro(TexturePrefix);
106 vtkGetStringMacro(TexturePrefix);
represents an object (geometry & properties) in a rendered scene
a virtual camera for 3D rendering
abstract class to write a scene to a file
a simple class to control print indentation
a virtual light for 3D rendering
concrete dataset represents vertices, lines, polygons, and triangle strips
represent surface properties of a geometric object
export a scene into RenderMan RIB format.
char * GetTIFFName(vtkTexture *aTexture)
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
void WriteLight(vtkLight *aLight, int count)
Write the RIB header.
void WriteTexture(vtkTexture *aTexture)
Write the RIB header.
void WriteProperty(vtkProperty *aProperty, vtkTexture *aTexture)
Write the RIB header.
void WriteActor(vtkActor *anActor)
static vtkRIBExporter * New()
void WriteCamera(vtkCamera *aCamera)
Write the RIB header.
~vtkRIBExporter() override
vtkTypeBool ExportArrays
This variable defines whether the arrays are exported or not.
vtkSetFilePathMacro(FilePrefix)
Specify the prefix of the files to write out.
char * GetTextureName(vtkTexture *aTexture)
void WriteData() override
void WriteStrips(vtkPolyData *pd, vtkUnsignedCharArray *colors, vtkProperty *aProperty)
Write the RIB header.
vtkGetFilePathMacro(FilePrefix)
Specify the prefix of the files to write out.
void WriteViewport(vtkRenderer *aRenderer, int size[2])
Write the RIB header.
void WriteTrailer()
Write the RIB header.
void WriteAmbientLight(int count)
Write the RIB header.
void WriteHeader(vtkRenderer *aRen)
Write the RIB header.
void ModifyArrayName(char *newname, const char *name)
Since additional variables are sent to the shader as variables, and their names are used in the shade...
void WritePolygons(vtkPolyData *pd, vtkUnsignedCharArray *colors, vtkProperty *aProperty)
Write the RIB header.
abstract specification for renderers
handles properties associated with a texture map
dynamic, self-adjusting array of unsigned char