I added two renderers in renderWindow, and set a blue background for the top renderer.
But the color is not visible, here is source code.
#include <iostream>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkActor.h>
#include <vtkConeSource.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkPolyDataMapper.h>
#include <vtkRenderWindowInteractor.h>
#define vtkSPtr vtkSmartPointer
#define vtkSPtrNew(Var, Type) vtkSPtr<Type> Var = vtkSPtr<Type>::New();
using namespace std;
int main()
{
vtkSPtrNew( cone, vtkConeSource );
vtkSPtrNew( mapper, vtkPolyDataMapper );
mapper->SetInputConnection( cone->GetOutputPort() );
vtkSPtrNew( actor, vtkActor );
actor->SetMapper( mapper );
vtkSPtrNew( renderer, vtkRenderer );
renderer->AddActor(actor);
renderer->SetLayer( 0 );
renderer->SetBackground( 0, 0, 0 );
vtkSPtrNew( renderer2, vtkRenderer );
renderer2->SetViewport( 0, 0, 0.5, 1 );
renderer2->SetLayer( 1 );
renderer2->SetBackground( 0, 0, 1 );
vtkSPtrNew( renderWindow, vtkRenderWindow );
renderWindow->AddRenderer( renderer );
renderWindow->AddRenderer( renderer2 );
renderWindow->SetNumberOfLayers( 2 );
vtkSPtrNew( renderWindowInteractor, vtkRenderWindowInteractor );
renderWindowInteractor->SetRenderWindow( renderWindow );
renderer->ResetCamera();
renderWindow->Render();
renderWindowInteractor->Start();
return 0;
}
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We can find the description for the usage of the interface SetPreserveColorBuffer
.
/**
* Set/Get the layer that this renderer belongs to. This is only used if
* there are layered renderers.
* Note: Changing the layer will update the PreserveColorBuffer setting. If
* the layer is 0, PreserveColorBuffer will be set to false, making the
* bottom renderer opaque. If the layer is non-zero, PreserveColorBuffer will
* be set to true, giving the renderer a transparent background. If other
* PreserveColorBuffer configurations are desired, they must be adjusted after
* the layer is set.
*/
virtual void SetLayer(int layer);
/**
* By default, the renderer at layer 0 is opaque, and all non-zero layer
* renderers are transparent. This flag allows this behavior to be overridden.
* If true, this setting will force the renderer to preserve the existing
* color buffer regardless of layer. If false, it will always be cleared at
* the start of rendering.
* This flag influences the Transparent() method, and is updated by calls to
* SetLayer(). For this reason it should only be set after changing the layer.
*/
vtkGetMacro(PreserveColorBuffer, vtkTypeBool);
vtkSetMacro(PreserveColorBuffer, vtkTypeBool);
vtkBooleanMacro(PreserveColorBuffer, vtkTypeBool);
Add the following code for renderer2.
renderer2->SetBackgroundAlpha( 1.0 );
std::cout << renderer2->GetPreserveColorBuffer() << std::endl; // 1
renderer2->SetPreserveColorBuffer(false);
We can see the blue background of the top renderer now.
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if layer is not 0, PreserveColorBuffer is true. The value of PreserveColorBuffer become false if the layer of renderer is 0.
vtkSPtrNew( renderer, vtkRenderer );
renderer->AddActor(actor);
renderer->SetViewport( 0.5, 0, 1, 1 );
renderer->SetLayer( 1 );
renderer->SetBackground( 0, 1, 0 );
renderer->SetBackgroundAlpha( 1.0 );
// if layer is not 0, PreserveColorBuffer is true
std::cout << renderer->GetPreserveColorBuffer() << std::endl; // 1
renderer->SetPreserveColorBuffer(false);
vtkSPtrNew( renderer2, vtkRenderer );
renderer2->SetViewport( 0, 0, 0.5, 1 );
renderer2->SetLayer( 0 );
renderer2->SetBackground( 0, 0, 1 );
renderer2->SetBackgroundAlpha( 1.0 );
// if layer is 0, PreserveColorBuffer is false
std::cout << renderer2->GetPreserveColorBuffer() << std::endl; // 0
renderer2->SetPreserveColorBuffer(false);
renderer2->AddActor(actor);
vtkSPtrNew( renderWindow, vtkRenderWindow );
renderWindow->AddRenderer( renderer );
renderWindow->AddRenderer( renderer2 );
renderWindow->SetNumberOfLayers( 2 );
Resut:
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The flag PreserveColorBuffer can also be used to track movements of item. Related post: https://www.weiy.city/2022/12/vtk-preservecolorbuffer-save-model-to-local-disk-from-web-page/