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/*=========================================================================
Program: Visualization Toolkit
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.
=========================================================================*/
// test baking shadow maps
//
// The command line arguments are:
// -I => run in interactive mode; unless this is used, the program will
// not allow interaction and exit
#include "vtkActor.h"
#include "vtkCamera.h"
#include "vtkCellArray.h"
#include "vtkLightKit.h"
#include "vtkNew.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLTexture.h"
#include "vtkPLYReader.h"
#include "vtkPlaneSource.h"
#include "vtkPointData.h"
#include "vtkPolyDataMapper.h"
#include "vtkProperty.h"
#include "vtkRegressionTestImage.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkRenderer.h"
#include "vtkShadowMapBakerPass.h"
#include "vtkTestUtilities.h"
#include "vtkTextureObject.h"
#include "vtkTimerLog.h"
//----------------------------------------------------------------------------
int TestShadowMapBakerPass(int argc, char *argv[])
{
vtkNew<vtkActor> actor;
vtkNew<vtkRenderer> renderer;
vtkNew<vtkPolyDataMapper> mapper;
renderer->SetBackground(0.3, 0.4, 0.6);
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->SetSize(600, 600);
renderWindow->AddRenderer(renderer.Get());
renderer->AddActor(actor.Get());
vtkNew<vtkRenderWindowInteractor> iren;
iren->SetRenderWindow(renderWindow.Get());
vtkNew<vtkLightKit> lightKit;
lightKit->AddLightsToRenderer(renderer.Get());
const char* fileName =
vtkTestUtilities::ExpandDataFileName(argc, argv, "Data/dragon.ply");
vtkNew<vtkPLYReader> reader;
reader->SetFileName(fileName);
reader->Update();
mapper->SetInputConnection(reader->GetOutputPort());
//mapper->SetInputConnection(norms->GetOutputPort());
actor->SetMapper(mapper.Get());
actor->GetProperty()->SetAmbientColor(0.2, 0.2, 1.0);
actor->GetProperty()->SetDiffuseColor(1.0, 0.65, 0.7);
actor->GetProperty()->SetSpecularColor(1.0, 1.0, 1.0);
actor->GetProperty()->SetSpecular(0.5);
actor->GetProperty()->SetDiffuse(0.7);
actor->GetProperty()->SetAmbient(0.5);
actor->GetProperty()->SetSpecularPower(20.0);
actor->GetProperty()->SetOpacity(1.0);
//actor->GetProperty()->SetRepresentationToWireframe();
renderWindow->SetMultiSamples(0);
vtkNew<vtkShadowMapBakerPass> bakerPass;
// tell the renderer to use our render pass pipeline
vtkOpenGLRenderer *glrenderer =
vtkOpenGLRenderer::SafeDownCast(renderer.GetPointer());
glrenderer->SetPass(bakerPass.Get());
vtkNew<vtkTimerLog> timer;
timer->StartTimer();
renderWindow->Render();
timer->StopTimer();
double firstRender = timer->GetElapsedTime();
cerr << "baking time: " << firstRender << endl;
// get a shadow map
vtkTextureObject *to = (*bakerPass->GetShadowMaps())[2];
// by default the textures have depth comparison on
// but for simple display we need to turn it off
to->SetDepthTextureCompare(false);
// now render this texture so we can see the depth map
vtkNew<vtkActor> actor2;
vtkNew<vtkPolyDataMapper> mapper2;
vtkNew<vtkOpenGLTexture> texture;
texture->SetTextureObject(to);
actor2->SetTexture(texture.Get());
actor2->SetMapper(mapper2.Get());
vtkNew<vtkPlaneSource> plane;
mapper2->SetInputConnection(plane->GetOutputPort());
renderer->RemoveActor(actor.Get());
renderer->AddActor(actor2.Get());
glrenderer->SetPass(NULL);
renderer->GetActiveCamera()->SetPosition(0,0,1);
renderer->GetActiveCamera()->SetFocalPoint(0,0,0);
renderer->GetActiveCamera()->SetViewUp(0,1,0);
renderer->ResetCamera();
renderer->GetActiveCamera()->Zoom(2.0);
renderWindow->Render();
int retVal = vtkRegressionTestImage( renderWindow.Get() );
if ( retVal == vtkRegressionTester::DO_INTERACTOR)
{
iren->Start();
}
bakerPass->ReleaseGraphicsResources(renderWindow.Get());
return EXIT_SUCCESS;
}
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