#include <vtkSmartPointer.h>
#include <vtkMaskPoints.h>
#include <vtkPointSource.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkVertexGlyphFilter.h>
int main(int, char*[])
{
// Create a set of points
vtkSmartPointer<vtkPointSource> pointsSource =
vtkSmartPointer<vtkPointSource>::New();
pointsSource->SetNumberOfPoints(40);
pointsSource->Update();
std::cout << "There are " << pointsSource->GetOutput()->GetNumberOfPoints()
<< " input points." << std::endl;
// Create a point set
vtkSmartPointer<vtkMaskPoints> maskPoints =
vtkSmartPointer<vtkMaskPoints>::New();
maskPoints->SetOnRatio(2); //keep every 2nd point (half the number of points)
maskPoints->SetInputConnection(pointsSource->GetOutputPort());
maskPoints->Update();
vtkSmartPointer<vtkVertexGlyphFilter> glyphFilter =
vtkSmartPointer<vtkVertexGlyphFilter>::New();
glyphFilter->SetInputConnection(maskPoints->GetOutputPort());
glyphFilter->Update();
std::cout << "There are " << maskPoints->GetOutput()->GetNumberOfPoints()
<< " masked points." << std::endl;
vtkSmartPointer<vtkPolyDataMapper> inputMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
inputMapper->SetInputConnection(pointsSource->GetOutputPort());
vtkSmartPointer<vtkActor> inputActor =
vtkSmartPointer<vtkActor>::New();
inputActor->SetMapper(inputMapper);
vtkSmartPointer<vtkPolyDataMapper> maskedMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
maskedMapper->SetInputConnection(glyphFilter->GetOutputPort());
vtkSmartPointer<vtkActor> maskedActor =
vtkSmartPointer<vtkActor>::New();
maskedActor->SetMapper(maskedMapper);
// There will be one render window
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->SetSize(600, 300);
// And one interactor
vtkSmartPointer<vtkRenderWindowInteractor> interactor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
interactor->SetRenderWindow(renderWindow);
// Define viewport ranges
// (xmin, ymin, xmax, ymax)
double leftViewport[4] = {0.0, 0.0, 0.5, 1.0};
double rightViewport[4] = {0.5, 0.0, 1.0, 1.0};
// Setup both renderers
vtkSmartPointer<vtkRenderer> leftRenderer =
vtkSmartPointer<vtkRenderer>::New();
renderWindow->AddRenderer(leftRenderer);
leftRenderer->SetViewport(leftViewport);
leftRenderer->SetBackground(.6, .5, .4);
vtkSmartPointer<vtkRenderer> rightRenderer =
vtkSmartPointer<vtkRenderer>::New();
renderWindow->AddRenderer(rightRenderer);
rightRenderer->SetViewport(rightViewport);
rightRenderer->SetBackground(.4, .5, .6);
// Add the sphere to the left and the cube to the right
leftRenderer->AddActor(inputActor);
rightRenderer->AddActor(maskedActor);
leftRenderer->ResetCamera();
rightRenderer->ResetCamera();
renderWindow->Render();
interactor->Start();
return EXIT_SUCCESS;
}