一:主要的知识点
1、说明
本文只是教程内容的一小段,因博客字数限制,故进行拆分。主教程链接:vtk教程——逐行解析官网所有Python示例-CSDN博客
2、知识点纪要
本段代码主要涉及的有①vtkShadowMapPass阴影渲染,②RenderPass的解释与使用
二:代码及注释
import vtkmodules.vtkRenderingOpenGL2 import vtkmodules.vtkInteractionStyle from vtkmodules.vtkCommonColor import vtkNamedColors from vtkmodules.vtkIOGeometry import ( vtkBYUReader, vtkOBJReader, vtkSTLReader) from vtkmodules.vtkIOPLY import vtkPLYReader from vtkmodules.vtkIOXML import vtkXMLPolyDataReader from vtkmodules.vtkIOLegacy import vtkPolyDataReader from vtkmodules.vtkRenderingCore import vtkRenderer, vtkRenderWindow, vtkRenderWindowInteractor, vtkLight, vtkPolyDataMapper, vtkActor from vtkmodules.vtkFiltersSources import vtkCubeSource from vtkmodules.vtkRenderingOpenGL2 import vtkShadowMapPass, vtkCameraPass, vtkRenderPassCollection, vtkSequencePass def ReadPolyData(file_name): import os path, extension = os.path.splitext(file_name) extension = extension.lower() if extension == '.ply': reader = vtkPLYReader() reader.SetFileName(file_name) reader.Update() poly_data = reader.GetOutput() elif extension == '.vtp': reader = vtkXMLPolyDataReader() reader.SetFileName(file_name) reader.Update() poly_data = reader.GetOutput() elif extension == '.obj': reader = vtkOBJReader() reader.SetFileName(file_name) reader.Update() poly_data = reader.GetOutput() elif extension == '.stl': reader = vtkSTLReader() reader.SetFileName(file_name) reader.Update() poly_data = reader.GetOutput() elif extension == '.vtk': reader = vtkPolyDataReader() reader.SetFileName(file_name) reader.Update() poly_data = reader.GetOutput() elif extension == '.g': reader = vtkBYUReader() reader.SetGeometryFileName(file_name) reader.Update() poly_data = reader.GetOutput() else: poly_data = None return poly_data def main(): fn = "Data/cow.g" polyData = ReadPolyData(fn) colors = vtkNamedColors() colors.SetColor('HighNoonSun', [255, 255, 251, 255]) # Color temp. 5400°K colors.SetColor('100W Tungsten', [255, 214, 170, 255]) # Color temp. 2850°K renderer = vtkRenderer() renderer.SetBackground(colors.GetColor3d('Silver')) renderWindow = vtkRenderWindow() renderWindow.SetSize(640, 480) renderWindow.AddRenderer(renderer) interactor = vtkRenderWindowInteractor() interactor.SetRenderWindow(renderWindow) # 添加两束光源 light1 = vtkLight() light1.SetPosition(0, 1, 0.2) light1.SetFocalPoint(0, 0, 0) light1.SetColor(colors.GetColor3d('HighNoonSun')) """ SetIntensity 用来设置光源的亮度或强度 """ light1.SetIntensity(0.3) renderer.AddLight(light1) light2 = vtkLight() light2.SetFocalPoint(0, 0, 0) light2.SetPosition(1.0, 1.0, 1.0) light2.SetColor(colors.GetColor3d('100W Tungsten')) light2.SetIntensity(0.8) renderer.AddLight(light2) mapper = vtkPolyDataMapper() mapper.SetInputData(polyData) actor = vtkActor() actor.SetMapper(mapper) actor.GetProperty().SetAmbientColor(colors.GetColor3d('SaddleBrown')) actor.GetProperty().SetDiffuseColor(colors.GetColor3d('Sienna')) actor.GetProperty().SetSpecularColor(colors.GetColor3d('White')) actor.GetProperty().SetSpecular(0.51) actor.GetProperty().SetDiffuse(0.7) actor.GetProperty().SetAmbient(0.7) actor.GetProperty().SetSpecularPower(30.0) actor.GetProperty().SetOpacity(1.0) renderer.AddActor(actor) bounds = polyData.GetBounds() rnge = [0] * 3 rnge[0] = bounds[1] - bounds[0] rnge[1] = bounds[3] - bounds[2] rnge[2] = bounds[5] - bounds[4] expand = 1.0 thickness = rnge[2] * 0.1 plane = vtkCubeSource() plane.SetCenter((bounds[1] + bounds[0]) / 2.0, bounds[2] - thickness / 2.0, (bounds[5] + bounds[4]) / 2.0) plane.SetXLength(bounds[1] - bounds[0] + (rnge[0] * expand)) plane.SetYLength(thickness) plane.SetZLength(bounds[5] - bounds[4] + (rnge[2] * expand)) planeMapper = vtkPolyDataMapper() planeMapper.SetInputConnection(plane.GetOutputPort()) planeActor = vtkActor() planeActor.SetMapper(planeMapper) renderer.AddActor(planeActor) renderWindow.SetMultiSamples(0) """ vtkShadowMapPass vtk中用于实时阴影渲染的一个类 """ shadows = vtkShadowMapPass() """ vtkSequencePass 组合型渲染通道,本身不渲染任何内容,只是一个容器,可以把多个Pass放进去,它会一个一个按顺序调用 """ seq = vtkSequencePass() """ vtkRenderPassCollection 是用来存放和管理多个渲染 Pass(vtkRenderPass)对象的类,它经常和 vtkSequencePass 一起使用 主要作用: | 功能 | 说明 | ----------------------- | ---------------------------------- | 存储渲染 Pass | 存放多个 `vtkRenderPass` 实例 | 顺序访问 | 可以用迭代方式依次取出每个 Pass | 与 vtkSequencePass 协作 | `vtkSequencePass` 从中读取 Pass 并按顺序执行 | 构建渲染流程 | 常用于定义自定义的渲染顺序 常用方法: 方法 | 功能说明 AddItem(vtkRenderPass *pass)` 向集合中添加一个渲染 Pass GetNextRenderPass()` 依次获取下一个 Pass(内部遍历器) InitTraversal()` 重置遍历状态(准备从头遍历) RemoveAllItems()` 清空集合 GetNumberOfItems()` 返回当前包含的 Pass 数量 """ passes = vtkRenderPassCollection() """ 第一个Pass:用光源的视角去渲染场景,生成每个光源的深度贴图(shadow map),把结果存入GPU纹理 相当于“记录从光的角度看到的深度信息” """ passes.AddItem(shadows.GetShadowMapBakerPass()) #添加“阴影贴图生成阶段”(ShadowMapBakerPass) """ 第二个Pass:切换回主摄像机的视角,使用上一步生成的阴影贴图,在片元着色时计算每个点是否被遮挡 渲染带阴影的最终画面 """ passes.AddItem(shadows) # 再添加“阴影渲染阶段”(shadows 本身,即 vtkShadowMapPass) """ 把定义好的渲染 Pass 集合(vtkRenderPassCollection)交给 vtkSequencePass,让它按顺序执行这些 Pass """ seq.SetPasses(passes) """ 下面这段代码的作用是:创建一个相机渲染阶段 (vtkCameraPass) 并把你的自定义渲染序列(seq,即 vtkSequencePass)交给它执行 """ cameraP = vtkCameraPass() cameraP.SetDelegatePass(seq) renderer.SetPass(cameraP) """ 以上的结构关系图 vtkRenderer └── vtkCameraPass (cameraP) └── vtkSequencePass (seq) └── vtkRenderPassCollection (passes) ├── vtkShadowMapBakerPass └── vtkShadowMapPass """ renderer.GetActiveCamera().SetPosition(-0.2, 0.2, 1) renderer.GetActiveCamera().SetFocalPoint(0, 0, 0) renderer.GetActiveCamera().SetViewUp(0, 1, 0) renderer.ResetCamera() renderer.GetActiveCamera().Dolly(2.25) renderer.ResetCameraClippingRange() renderWindow.SetWindowName('Shadows') renderWindow.Render() renderWindow.SetWindowName('Shadows') interactor.Start() """ render本身会按照标准流程绘制场景, 设置相机; 绘制背景; 绘制演员; 绘制灯光阴影; 显示结果。 当调用了SetPass时,相当于自定义了以上的渲染流程,流程就变成了下面的顺序 Renderer.Render() → 调用 cameraP.Render() → cameraP 设置相机(镜头) → 调用 seq.Render() → 按顺序执行 passes: ShadowMapBakerPass(生成阴影) ShadowMapPass(渲染场景) """ if __name__ == '__main__': main()