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/*=========================================================================
Program: Visualization Toolkit
Module: vtkGL2PSExporter.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 vtkGL2PSExporter
* @brief export a scene as a PostScript file using GL2PS.
*
* vtkGL2PSExporter is a concrete subclass of vtkExporter that writes
* high quality vector PostScript (PS/EPS), PDF or SVG files by using
* GL2PS. GL2PS can be obtained at: http://www.geuz.org/gl2ps/. This
* can be very useful when one requires publication quality pictures.
* This class works best with simple 3D scenes and most 2D plots.
* Please note that GL2PS has its limitations since PostScript is not
* an ideal language to represent complex 3D scenes. However, this
* class does allow one to write mixed vector/raster files by using
* the Write3DPropsAsRasterImage ivar. Please do read the caveats
* section of this documentation.
*
* By default vtkGL2PSExporter generates Encapsulated PostScript (EPS)
* output along with the text in portrait orientation with the
* background color of the window being drawn. The generated output
* is also compressed using zlib. The various other options are set to
* sensible defaults.
*
* The output file format (FileFormat) can be either PostScript (PS),
* Encapsulated PostScript (EPS), PDF, SVG or TeX. The file extension
* is generated automatically depending on the FileFormat. The
* default is EPS. When TeX output is chosen, only the text strings
* in the plot are generated and put into a picture environment. One
* can turn on and off the text when generating PS/EPS/PDF/SVG files
* by using the Text boolean variable. By default the text is drawn.
* The background color of the renderwindow is drawn by default. To
* make the background white instead use the DrawBackgroundOff
* function. Landscape figures can be generated by using the
* LandscapeOn function. Portrait orientation is used by default.
* Several of the GL2PS options can be set. The names of the ivars
* for these options are similar to the ones that GL2PS provides.
* Compress, SimpleLineOffset, Silent, BestRoot, PS3Shading and
* OcclusionCull are similar to the options provided by GL2PS. Please
* read the function documentation or the GL2PS documentation for more
* details. The ivar Write3DPropsAsRasterImage allows one to generate
* mixed vector/raster images. All the 3D props in the scene will be
* written as a raster image and all 2D actors will be written as
* vector graphic primitives. This makes it possible to handle
* transparency and complex 3D scenes. This ivar is set to Off by
* default. Specific 3D props can be excluded from the rasterization
* process by adding them to the RasterExclusions ivar. Props in this
* collection will be rendered as 2D vector primitives instead.
*
* @warning
* By default (with Write3DPropsAsRasterImage set to Off) exporting
* complex 3D scenes can take a long while and result in huge output
* files. Generating correct vector graphics output for scenes with
* transparency is almost impossible. However, one can set
* Write3DPropsAsRasterImageOn and generate mixed vector/raster files.
* This should work fine with complex scenes along with transparent
* actors.
*
* @sa
* vtkExporter
*
* @par Thanks:
* Thanks to Goodwin Lawlor and Prabhu Ramachandran for this class.
*/
#ifndef vtkOpenGLGL2PSExporter_h
#define vtkOpenGLGL2PSExporter_h
#include "vtkIOExportOpenGLModule.h" // For export macro
#include "vtkGL2PSExporter.h"
#include "vtkNew.h" // For vtkNew
class vtkActor;
class vtkActor2D;
class vtkBillboardTextActor3D;
class vtkCollection;
class vtkCoordinate;
class vtkImageData;
class vtkIntArray;
class vtkLabeledDataMapper;
class vtkLabeledContourMapper;
class vtkMatrix4x4;
class vtkPath;
class vtkProp;
class vtkPropCollection;
class vtkProp3DCollection;
class vtkRenderer;
class vtkRendererCollection;
class vtkScalarBarActor;
class vtkTextActor;
class vtkTextActor3D;
class vtkTextMapper;
class vtkTextProperty;
class VTKIOEXPORTOPENGL_EXPORT vtkOpenGLGL2PSExporter : public vtkGL2PSExporter
{
public:
static vtkOpenGLGL2PSExporter *New();
vtkTypeMacro(vtkOpenGLGL2PSExporter, vtkGL2PSExporter)
void PrintSelf(ostream& os, vtkIndent indent);
protected:
vtkOpenGLGL2PSExporter();
~vtkOpenGLGL2PSExporter();
void WriteData();
void SavePropVisibility(vtkRendererCollection *renCol,
vtkIntArray *volVis, vtkIntArray *actVis,
vtkIntArray *act2dVis);
void RestorePropVisibility(vtkRendererCollection *renCol,
vtkIntArray *volVis, vtkIntArray *actVis,
vtkIntArray *act2dVis);
void Turn3DPropsOff(vtkRendererCollection *renCol);
void Turn2DPropsOff(vtkRendererCollection *renCol);
void GetVisibleContextActors(vtkPropCollection *contextActors,
vtkRendererCollection *renCol);
void SetPropVisibilities(vtkPropCollection *col, int vis);
void DrawSpecialProps(vtkCollection *propCol, vtkRendererCollection *renCol);
//@{
/**
* Reimplement this to handle your own special props. Must call this function
* at the end of the override for default handling.
*/
virtual void HandleSpecialProp(vtkProp *prop, vtkRenderer *ren);
void DrawBillboardTextActor3D(vtkBillboardTextActor3D *textAct,
vtkRenderer *ren);
void DrawTextActor(vtkTextActor *textAct, vtkRenderer *ren);
void DrawTextActor3D(vtkTextActor3D *textAct, vtkRenderer *ren);
void DrawTextMapper(vtkTextMapper *textMap, vtkActor2D *textAct,
vtkRenderer *ren);
void DrawLabeledDataMapper(vtkLabeledDataMapper *mapper, vtkRenderer *ren);
void DrawLabeledContourMapper(vtkActor *act, vtkLabeledContourMapper *mapper,
vtkRenderer *ren);
void DrawScalarBarActor(vtkScalarBarActor *bar, vtkRenderer *ren);
void DrawViewportTextOverlay(const char *string, vtkTextProperty *tprop,
vtkCoordinate *coord, vtkRenderer *ren);
//@}
/**
* Copy the region copyRect from the framebuffer into the gl2ps document.
* copyRect is in viewport coordinates [xmin, ymin, width, height].
*/
void CopyPixels(int copyRect[4], vtkRenderer *ren);
void DrawContextActors(vtkPropCollection *contextActs,
vtkRendererCollection *renCol);
vtkNew<vtkImageData> PixelData;
private:
vtkOpenGLGL2PSExporter(const vtkOpenGLGL2PSExporter&) VTK_DELETE_FUNCTION;
void operator=(const vtkOpenGLGL2PSExporter&) VTK_DELETE_FUNCTION;
};
#endif
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