33#ifndef vtkRIBExporter_h 
   34#define vtkRIBExporter_h 
   37#include "vtkIOExportModule.h"  
   39VTK_ABI_NAMESPACE_BEGIN
 
   61  vtkSetVector2Macro(Size, 
int);
 
   62  vtkGetVectorMacro(Size, 
int, 2);
 
   69  vtkSetVector2Macro(PixelSamples, 
int);
 
   70  vtkGetVectorMacro(PixelSamples, 
int, 2);
 
   86  vtkSetStringMacro(TexturePrefix);
 
   87  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