LODProp3D
Repository source: LODProp3D
Description¶
If you have a fast graphics card, you may not see a difference.
Question
If you have a question about this example, please use the VTK Discourse Forum
Code¶
LODProp3D.cxx
#include <vtkCallbackCommand.h>
#include <vtkLODProp3D.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSphereSource.h>
namespace {
void RefreshCallback(vtkObject* vtkNotUsed(caller),
long unsigned int vtkNotUsed(eventId), void* clientData,
void* vtkNotUsed(callData));
}
int main(int, char*[])
{
vtkNew<vtkNamedColors> colors;
// High res sphere.
vtkNew<vtkSphereSource> highResSphereSource;
int res = 100;
highResSphereSource->SetThetaResolution(res);
highResSphereSource->SetPhiResolution(res);
highResSphereSource->Update();
vtkNew<vtkPolyDataMapper> highResMapper;
highResMapper->SetInputConnection(highResSphereSource->GetOutputPort());
// Low res sphere.
vtkNew<vtkSphereSource> lowResSphereSource;
vtkNew<vtkPolyDataMapper> lowResMapper;
lowResMapper->SetInputConnection(lowResSphereSource->GetOutputPort());
vtkNew<vtkProperty> propertyLowRes;
propertyLowRes->SetDiffuseColor(
colors->GetColor3d("BlanchedAlmond").GetData());
propertyLowRes->SetInterpolationToFlat();
vtkNew<vtkProperty> propertyHighRes;
propertyHighRes->SetDiffuseColor(colors->GetColor3d("MistyRose").GetData());
propertyHighRes->SetInterpolationToFlat();
vtkNew<vtkLODProp3D> prop;
prop->AddLOD(lowResMapper, propertyLowRes, 0.0);
prop->AddLOD(highResMapper, propertyHighRes, 0.0);
std::cout << "There are " << prop->GetNumberOfLODs() << " LODs" << std::endl;
// A renderer and render window.
vtkNew<vtkRenderer> renderer;
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->AddRenderer(renderer);
renderWindow->SetWindowName("LODProp3D");
// prop->SetAllocatedRenderTime(1e-6,renderer);
prop->SetAllocatedRenderTime(1e-12, renderer);
// An interactor
vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
renderWindowInteractor->SetRenderWindow(renderWindow);
// Add the actors to the scene.
renderer->AddActor(prop);
renderer->SetBackground(colors->GetColor3d("SlateGray").GetData());
vtkNew<vtkCallbackCommand> refreshCallback;
refreshCallback->SetCallback(RefreshCallback);
refreshCallback->SetClientData(prop);
renderWindow->AddObserver(vtkCommand::ModifiedEvent, refreshCallback);
renderWindow->Render();
// Begin mouse interaction.
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}
namespace {
void RefreshCallback(vtkObject* vtkNotUsed(caller),
long unsigned int vtkNotUsed(eventId), void* clientData,
void* vtkNotUsed(callData))
{
auto lodProp = static_cast<vtkLODProp3D*>(clientData);
std::cout << "Last rendered LOD ID: " << lodProp->GetLastRenderedLODID()
<< std::endl;
}
} // namespace
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(LODProp3D)
find_package(VTK COMPONENTS
CommonColor
CommonCore
FiltersSources
InteractionStyle
RenderingContextOpenGL2
RenderingCore
RenderingFreeType
RenderingGL2PSOpenGL2
RenderingOpenGL2
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "LODProp3D: Unable to find the VTK build folder.")
endif()
# Prevent a "command line is too long" failure in Windows.
set(CMAKE_NINJA_FORCE_RESPONSE_FILE "ON" CACHE BOOL "Force Ninja to use response files.")
add_executable(LODProp3D MACOSX_BUNDLE LODProp3D.cxx )
target_link_libraries(LODProp3D PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS LODProp3D
MODULES ${VTK_LIBRARIES}
)
Download and Build LODProp3D¶
Click here to download LODProp3D and its CMakeLists.txt file. Once the tarball LODProp3D.tar has been downloaded and extracted,
cd LODProp3D/build
If VTK is installed:
cmake ..
If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:
cmake -DVTK_DIR:PATH=/home/me/vtk_build ..
Build the project:
make
and run it:
./LODProp3D
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.