text: /*=========================================================================
  
    Program:   Visualization Toolkit
  
    Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
    All rights reserved.
    See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
  
       This software is distributed WITHOUT ANY WARRANTY; without even
       the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
       PURPOSE.  See the above copyright notice for more information.
  
  =========================================================================*/
  // This test covers the depth of field post-processing render pass.
  //
  // The command line arguments are:
  // -I        => run in interactive mode; unless this is used, the program will
  //              not allow interaction and exit
  
  #include "vtkTestUtilities.h"
  #include "vtkRegressionTestImage.h"
  
  #include "vtkNew.h"
  #include "vtkPLYReader.h"
  #include "vtkProperty.h"
  #include "vtkRenderWindowInteractor.h"
  #include "vtkRenderWindow.h"
  #include "vtkOpenGLRenderer.h"
  #include "vtkActor.h"
  #include "vtkPolyDataMapper.h"
  #include "vtkCamera.h"
  
  #include "vtkDepthOfFieldPass.h"
  #include "vtkRenderStepsPass.h"
  
  #include "vtkCellArray.h"
  #include "vtkTimerLog.h"
  
  int TestDepthOfFieldPass(int argc, char* argv[])
  {
    vtkNew<vtkRenderWindowInteractor> iren;
    vtkNew<vtkRenderWindow> renWin;
    renWin->SetMultiSamples(0);
    renWin->SetAlphaBitPlanes(1);
    iren->SetRenderWindow(renWin.Get());
    vtkNew<vtkRenderer> renderer;
    renWin->AddRenderer(renderer.Get());
  
    vtkNew<vtkPolyDataMapper> mapper;
    const char* fileName =
      vtkTestUtilities::ExpandDataFileName(argc, argv, "Data/dragon.ply");
    vtkNew<vtkPLYReader> reader;
    reader->SetFileName(fileName);
    reader->Update();
  
    mapper->SetInputConnection(reader->GetOutputPort());
  
    // create three dragons
    {
    vtkNew<vtkActor> actor;
    actor->SetMapper(mapper.Get());
    actor->GetProperty()->SetAmbientColor(1.0, 0.0, 0.0);
    actor->GetProperty()->SetDiffuseColor(1.0, 0.8, 0.3);
    actor->GetProperty()->SetSpecular(0.0);
    actor->GetProperty()->SetDiffuse(0.5);
    actor->GetProperty()->SetAmbient(0.3);
    actor->SetPosition(-0.1,0.0,-0.1);
    renderer->AddActor(actor.Get());
    }
  
    {
    vtkNew<vtkActor> actor;
    actor->SetMapper(mapper.Get());
    actor->GetProperty()->SetAmbientColor(0.2, 0.2, 1.0);
    actor->GetProperty()->SetDiffuseColor(0.2, 1.0, 0.8);
    actor->GetProperty()->SetSpecularColor(1.0, 1.0, 1.0);
    actor->GetProperty()->SetSpecular(0.2);
    actor->GetProperty()->SetDiffuse(0.9);
    actor->GetProperty()->SetAmbient(0.1);
    actor->GetProperty()->SetSpecularPower(10.0);
    renderer->AddActor(actor.Get());
    }
  
    {
    vtkNew<vtkActor> actor;
    actor->SetMapper(mapper.Get());
    actor->GetProperty()->SetDiffuseColor(0.5, 0.65, 1.0);
    actor->GetProperty()->SetSpecularColor(1.0, 1.0, 1.0);
    actor->GetProperty()->SetSpecular(0.7);
    actor->GetProperty()->SetDiffuse(0.4);
    actor->GetProperty()->SetSpecularPower(60.0);
    actor->SetPosition(0.1,0.0,0.1);
    renderer->AddActor(actor.Get());
    }
  
    renderer->SetBackground(0.8,0.8,0.9);
    renderer->SetBackground2(1.0,1.0,1.0);
    renderer->GradientBackgroundOn();
  
    vtkOpenGLRenderer *glrenderer =
        vtkOpenGLRenderer::SafeDownCast(renderer.GetPointer());
  
    // create the basic VTK render steps
    vtkNew<vtkRenderStepsPass> basicPasses;
  
    // finally add the DOF passs
    vtkNew<vtkDepthOfFieldPass> dofp;
    dofp->SetDelegatePass(basicPasses.Get());
    dofp->AutomaticFocalDistanceOff();
    // tell the renderer to use our render pass pipeline
    glrenderer->SetPass(dofp.Get());
  
    renWin->SetSize(500,500);
  
  
    vtkNew<vtkTimerLog> timer;
    timer->StartTimer();
    renderer->ResetCamera();
    renderer->GetActiveCamera()->SetFocalDisk(renderer->GetActiveCamera()->GetDistance()*0.2);
    renWin->Render();
    timer->StopTimer();
    double firstRender = timer->GetElapsedTime();
    cerr << "first render time: " << firstRender << endl;
  
    timer->StartTimer();
    int numRenders = 4;
    for (int i = 0; i < numRenders; ++i)
    {
      renderer->GetActiveCamera()->Azimuth(80.0/numRenders);
      renderer->GetActiveCamera()->Elevation(88.0/numRenders);
      renWin->Render();
    }
    timer->StopTimer();
    double elapsed = timer->GetElapsedTime();
    cerr << "interactive render time: " << elapsed / numRenders << endl;
    unsigned int numTris = reader->GetOutput()->GetPolys()->GetNumberOfCells();
    cerr << "number of triangles: " <<  numTris << endl;
    cerr << "triangles per second: " <<  numTris*(numRenders/elapsed) << endl;
  
    renderer->GetActiveCamera()->SetPosition(0,0,1);
    renderer->GetActiveCamera()->SetFocalPoint(0,0,0);
    renderer->GetActiveCamera()->SetViewUp(0,1,0);
    renderer->ResetCamera();
    renderer->GetActiveCamera()->Azimuth(30.0);
    renderer->GetActiveCamera()->Zoom(1.8);
    renWin->Render();
  
  
  
    int retVal = vtkRegressionTestImage( renWin.Get() );
  
    if ( retVal == vtkRegressionTester::DO_INTERACTOR)
    {
      iren->Start();
    }
    return !retVal;
  }
  