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#include <vtkCamera.h>
#include <vtkSmartPointer.h>
#include <vtkStructuredPointsReader.h> // Use vtkXMLStructuredGridReader for .vts
#include <vtkStructuredPoints.h>
#include <vtkPolyDataMapper.h>
#include <vtkDataSetSurfaceFilter.h>
#include <vtkActor.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkWindowToImageFilter.h>
#include <vtkPNGWriter.h>
#include <sstream>
#include <iomanip>
int main()
{
// Renderer & offscreen window
auto renderer = vtkSmartPointer<vtkRenderer>::New();
renderer->SetBackground(0.1, 0.2, 0.4);
auto renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
renderWindow->SetSize(800, 600);
renderWindow->OffScreenRenderingOn(); // No GUI
auto windowToImage = vtkSmartPointer<vtkWindowToImageFilter>::New();
windowToImage->SetInput(renderWindow);
windowToImage->SetInputBufferTypeToRGB();
windowToImage->ReadFrontBufferOff();
auto writer = vtkSmartPointer<vtkPNGWriter>::New();
writer->SetInputConnection(windowToImage->GetOutputPort());
// Camera setup (fixed)
renderer->GetActiveCamera()->SetPosition(0, 0, 10);
renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0);
renderer->ResetCamera();
int startIndex = 0;
int endIndex = 1024; // adjust to your sequence length
for (int i = startIndex; i <= endIndex; ++i)
{
// Format input filename
std::ostringstream vtkFile;
vtkFile << "poiseulle_2d_gpu_" << (i*4) << ".vtk";
// Read structured points (equidistant grid)
auto reader = vtkSmartPointer<vtkStructuredPointsReader>::New();
reader->SetFileName(vtkFile.str().c_str());
reader->Update();
// Convert structured grid to surface for rendering
auto surfaceFilter = vtkSmartPointer<vtkDataSetSurfaceFilter>::New();
surfaceFilter->SetInputConnection(reader->GetOutputPort());
surfaceFilter->Update();
auto mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(surfaceFilter->GetOutputPort());
auto actor = vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Clear previous frame
renderer->RemoveAllViewProps();
renderer->AddActor(actor);
// Render offscreen
renderWindow->Render();
windowToImage->Modified();
// Save PNG
std::ostringstream pngFile;
pngFile << "tmp/png/frame_" << std::setw(8) << std::setfill('0') << i << ".png";
writer->SetFileName(pngFile.str().c_str());
writer->Write();
}
return 0;
}
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