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Modernising the code, improving images

Merged Andrew Maclean requested to merge Modernise_Lighting into master
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#include <cstdlib>
#include <vtkLightCollection.h>
#include <vtkProperty.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkPlaneSource.h>
#include <vtkSphereSource.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkLight.h>
#include <vtkLightActor.h>
#include <vtkSmartPointer.h>
#include <vtkLightCollection.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPlaneSource.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSphereSource.h>
int main(int, char *[])
#include <cstdlib>
int main(int, char*[])
{
vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
vtkNew<vtkNamedColors> colors;
vtkNew<vtkRenderer> renderer;
renderer->SetBackground(colors->GetColor3d("Black").GetData());
double lightPosition[3] = {0, 0, 1};
// Create a light
double lightFocalPoint[3] = {0,0,0};
double lightFocalPoint[3] = {0, 0, 0};
vtkSmartPointer<vtkLight> light = vtkSmartPointer<vtkLight>::New();
vtkNew<vtkLight> light;
light->SetLightTypeToSceneLight();
light->SetPosition(lightPosition[0], lightPosition[1], lightPosition[2]);
light->SetPositional(true); // required for vtkLightActor below
light->SetConeAngle(10);
light->SetFocalPoint(lightFocalPoint[0], lightFocalPoint[1], lightFocalPoint[2]);
light->SetDiffuseColor(1,0,0);
light->SetAmbientColor(0,1,0);
light->SetSpecularColor(0,0,1);
light->SetFocalPoint(lightFocalPoint[0], lightFocalPoint[1],
lightFocalPoint[2]);
light->SetDiffuseColor(colors->GetColor3d("Red").GetData());
light->SetAmbientColor(colors->GetColor3d("Green").GetData());
light->SetSpecularColor(colors->GetColor3d("Blue").GetData());
vtkLightCollection* originalLights = renderer->GetLights();
std::cout << "Originally there are " << originalLights->GetNumberOfItems() << " lights." << std::endl;
std::cout << "Originally there are " << originalLights->GetNumberOfItems()
<< " lights." << std::endl;
// renderer->AddLight(light); // can't do this here - must do this after the renderWindow->Render() below
// renderer->AddLight(light); // can't do this here - must do this after the
// renderWindow->Render() below
// Display where the light is
vtkSmartPointer<vtkLightActor> lightActor = vtkSmartPointer<vtkLightActor>::New();
vtkNew<vtkLightActor> lightActor;
lightActor->SetLight(light);
renderer->AddViewProp(lightActor);
// Display where the light is focused
vtkSmartPointer<vtkSphereSource> lightFocalPointSphere = vtkSmartPointer<vtkSphereSource>::New();
vtkNew<vtkSphereSource> lightFocalPointSphere;
lightFocalPointSphere->SetCenter(lightFocalPoint);
lightFocalPointSphere->SetRadius(.1);
lightFocalPointSphere->SetRadius(0.1);
lightFocalPointSphere->Update();
vtkSmartPointer<vtkPolyDataMapper> lightFocalPointMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
lightFocalPointMapper->SetInputConnection(lightFocalPointSphere->GetOutputPort());
vtkNew<vtkPolyDataMapper> lightFocalPointMapper;
lightFocalPointMapper->SetInputConnection(
lightFocalPointSphere->GetOutputPort());
vtkSmartPointer<vtkActor> lightFocalPointActor = vtkSmartPointer<vtkActor>::New();
vtkNew<vtkActor> lightFocalPointActor;
lightFocalPointActor->SetMapper(lightFocalPointMapper);
lightFocalPointActor->GetProperty()->SetColor(1.0, 1.0, 0.0); //(R,G,B)
lightFocalPointActor->GetProperty()->SetColor(
colors->GetColor3d("Yellow").GetData());
renderer->AddViewProp(lightFocalPointActor);
// Create a plane for the light to shine on
vtkSmartPointer<vtkPlaneSource> planeSource = vtkSmartPointer<vtkPlaneSource>::New();
vtkNew<vtkPlaneSource> planeSource;
planeSource->SetResolution(100, 100);
planeSource->Update();
vtkSmartPointer<vtkPolyDataMapper> planeMapper = vtkSmartPointer<vtkPolyDataMapper>::New();
vtkNew<vtkPolyDataMapper> planeMapper;
planeMapper->SetInputData(planeSource->GetOutput());
vtkSmartPointer<vtkActor> planeActor = vtkSmartPointer<vtkActor>::New();
vtkNew<vtkActor> planeActor;
planeActor->SetMapper(planeMapper);
renderer->AddActor(planeActor);
vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->AddRenderer(renderer);
renderWindow->SetWindowName("Light");
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
renderWindowInteractor->SetRenderWindow(renderWindow);
renderWindow->Render();
std::cout << "Now there are " << originalLights->GetNumberOfItems() << " lights." << std::endl;
std::cout << "Now there are " << originalLights->GetNumberOfItems()
<< " lights." << std::endl;
renderer->AddLight(light); // must do this after renderWindow->Render();
std::cout << "Now there are " << originalLights->GetNumberOfItems() << " lights." << std::endl;
std::cout << "Now there are " << originalLights->GetNumberOfItems()
<< " lights." << std::endl;
auto camera = renderer->GetActiveCamera();
camera->SetPosition(-2.17199, -2.50774, 2.18);
camera->SetFocalPoint(-0.144661, -0.146372, 0.180482);
camera->SetViewUp(0.0157883, 0.638203, 0.769706);
camera->SetDistance(3.69921);
camera->SetClippingRange(1.76133, 6.14753);
renderWindowInteractor->Start();
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