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The Vish Visualization Shell 0.3
Vish
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A vish object component (aka vish skale) that references some colormap and takes care of its parameter handling. More...
#include <ocean/Anemonia/Colorizer.hpp>
Public Member Functions | |
| Colorizer (VObject *that, const string &slotname="colormap", int EL=0) | |
| Construct a colorizer object. | |
| MemCore::RefPtr< RenderBasin::TextureTentacle > | createColormapTexture (VRenderContext &Context, int TextureUnit, const MemCore::RefPtr< RenderBasin::TextureTentacle > &OldTT=NullPtr(), bool IntegerTexture=false) const |
| Create a colormap texture from the internal colormap input slot. | |
| bool | haveNewerColormap (VRenderContext &Context, const Ageable &) const |
| Check if the colormap is newer than the given Ageable object relative to the given context. | |
| MemCore::RefPtr< RenderBasin::TextureTentacle > | makeColormapTexture (VRenderContext &Context, const RefPtr< RenderBasin::Program > &ShaderProgram, int TextureUnit, const string &ShaderTexturename="", bool IntegerTexture=false) const |
| Minimalistic colormap shader: | |
Static Public Member Functions | |
| static RefPtr< RenderBasin::TextureTentacle > | createColormapTexture (Colormap &Cmap, VRenderContext &Context, int TextureUnit, const MemCore::RefPtr< RenderBasin::TextureTentacle > &OldTT=nullptr, bool IntegerTexture=false) |
| Create a colormap texture from a given valid colormap object. | |
| static const char * | getColormapFunctionDefinitions () |
| Defines a GLSL shader function that maps a floating-point scalar value to a RGBA color value, given a 1D sampler, a range of allowed values, and the steps to discretize the lookup. | |
| static bool | setSmoothColormap (const MemCore::RefPtr< RenderBasin::TextureTentacle > &TT, bool yes=true) |
| Enable the colormap to be linearly interpolated or not. | |
A vish object component (aka vish skale) that references some colormap and takes care of its parameter handling.
| Wizt::Colorizer::Colorizer | ( | VObject * | that, |
| const string & | slotname = "colormap", |
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| int | EL = 0 |
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Construct a colorizer object.
| EL | The Expert Level for this colormap slot. Values larger than zero will make this slot invisible on object creation. |
| defaultcolormap | A creation preference for a colormap that shall be created when no colormap exists yet. |
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static |
Defines a GLSL shader function that maps a floating-point scalar value to a RGBA color value, given a 1D sampler, a range of allowed values, and the steps to discretize the lookup.
The Steps can be zero to avoid any sampling, i.e. the colorization map will be as smooth as possible, using linear interpolation between color steps. Any values beyond the specified range will be clamped to within the last value of the colormap range.
| RefPtr< RenderBasin::TextureTentacle > Wizt::Colorizer::makeColormapTexture | ( | VRenderContext & | Context, |
| const RefPtr< RenderBasin::Program > & | ShaderProgram, | ||
| int | TextureUnit, | ||
| const string & | ShaderTexturename = "", |
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| bool | IntegerTexture = false |
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| ) | const |
Minimalistic colormap shader:
| ShaderTexturename | If defined, assign to this specific name of the uniform sampler1D variable in the fragment shader, otherwise use the same name as the slot. |
References createColormapTexture().