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TransparentBackground

Repository source: TransparentBackground

Description

Demonstrates the use of two renderers. Notice that the second (and subsequent) renderers will have a transparent background.

You can manipulate the object in the second layer/renderer whilst the objects in the first layer/renderer form the background.

  • Pressing 0 on the keyboard will let you manipulate the objects in layer 0.
  • Pressing 1 on the keyboard will let you manipulate the objects in layer 1.

Info

Also see the LayeredActors.py example, where we have added an extra callback so that the non-active layer objects move in conjunction with the active layer objects.

Other languages

See (Cxx), (PythonicAPI)

Question

If you have a question about this example, please use the VTK Discourse Forum

Code

TransparentBackground.py

#!/usr/bin/env python

"""
    1. Create a cube and cone source.
    2. Render it with the cube in layer 0 and the cone in layer 1 of the render window.
    3. Interact with it.
    4. Notice that the cube and the cone are both visible and the layer 1 background is transparent.
    5. Pressing '0' on the keyboard will let you manipulate the objects in layer 0.
    6. Pressing '1' on the keyboard will let you manipulate the objects in layer 1.
"""

# noinspection PyUnresolvedReferences
import vtkmodules.vtkInteractionStyle
# noinspection PyUnresolvedReferences
import vtkmodules.vtkRenderingOpenGL2
from vtkmodules.vtkCommonColor import vtkNamedColors
from vtkmodules.vtkFiltersSources import (
    vtkConeSource,
    vtkCubeSource
)
from vtkmodules.vtkRenderingCore import (
    vtkActor,
    vtkPolyDataMapper,
    vtkRenderWindow,
    vtkRenderWindowInteractor,
    vtkRenderer
)


def GenerateAndDisplayCubeAndSphere():
    colors = vtkNamedColors()

    cubeSource = vtkCubeSource()
    cubeSource.SetXLength(4.0)
    cubeSource.SetYLength(9.0)
    cubeSource.SetZLength(1.0)
    cubeSource.SetCenter(0.0, 0.0, 0.0)

    # Render the cube
    cubeMapper = vtkPolyDataMapper()
    cubeMapper.SetInputConnection(cubeSource.GetOutputPort())

    cubeActor = vtkActor()
    cubeActor.GetProperty().SetDiffuseColor(colors.GetColor3d("DarkGreen"))
    cubeActor.SetMapper(cubeMapper)

    coneSource = vtkConeSource()
    coneSource.SetCenter(0.0, 0.0, 0.0)
    coneSource.SetHeight(1.0)
    coneSource.SetRadius(0.25)
    coneSource.SetDirection(0.0, 1.0, 0.0)
    coneSource.SetResolution(60)
    coneSource.CappingOn()

    # Render the cone
    coneMapper = vtkPolyDataMapper()
    coneMapper.SetInputConnection(coneSource.GetOutputPort())

    coneActor = vtkActor()
    coneActor.GetProperty().SetDiffuseColor(colors.GetColor3d("DarkTurquoise"))
    # Make the cone slightly transparent for fun
    coneActor.GetProperty().SetOpacity(0.75)
    coneActor.SetMapper(coneMapper)

    # The renderers, render window and interactor
    renderers = list()
    renWin = vtkRenderWindow()
    for i in range(0, 2):
        renderers.append(vtkRenderer())
        renWin.AddRenderer(renderers[i])
    renWin.SetSize(800, 800)

    iren = vtkRenderWindowInteractor()
    iren.SetRenderWindow(renWin)

    # Layer 0 - background not transparent
    renderers[0].SetBackground(colors.GetColor3d("Silver"))
    renderers[0].AddActor(cubeActor)
    renderers[0].SetLayer(0)
    # Layer 1 - the background is transparent
    #           so we only see the layer 0 background color
    renderers[1].AddActor(coneActor)
    renderers[1].SetLayer(1)
    renderers[1].SetBackground(colors.GetColor3d("MidnightBlue"))

    #  We have two layers
    renWin.SetNumberOfLayers(2)
    renWin.Render()
    renWin.SetWindowName('TransparentBackground')

    iren.AddObserver('KeyPressEvent', KeypressCallbackFunction)

    iren.Start()


def KeypressCallbackFunction(caller, ev):
    iren = caller
    renderers = iren.GetRenderWindow().GetRenderers()
    if renderers.GetNumberOfItems() < 2:
        print('We need at least two renderers, we have only', renderers.GetNumberOfItems())
        return
    renderers.InitTraversal()
    # Top item
    ren0 = renderers.GetNextItem()
    # Bottom item
    ren1 = renderers.GetNextItem()

    key = iren.GetKeySym()

    if key in ['0', 'KP_0']:
        print('Pressed:', key)
        iren.GetRenderWindow().GetInteractor().GetInteractorStyle().SetDefaultRenderer(ren0)
        ren0.InteractiveOn()
        ren1.InteractiveOff()
    if key in ['1', 'KP_1']:
        print('Pressed:', key)
        iren.GetRenderWindow().GetInteractor().GetInteractorStyle().SetDefaultRenderer(ren1)
        ren0.InteractiveOff()
        ren1.InteractiveOn()


def main():
    GenerateAndDisplayCubeAndSphere()


if __name__ == '__main__':
    main()