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VISH
0.2
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A vish object component (aka vish skale) that references some colormap and takes care of its parameter handling. More...
#include </home/werner/origo/vish/ocean/Anemonia/Colorizer.hpp>
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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| const string & | defaultcolormap = "default", |
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| bool | CreateNewColormapObjectIfNotYetExistant = true |
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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. |
| Wizt::Colorizer::Colorizer | ( | VObject * | that, |
| const string & | slotname, | ||
| const RefPtr< VCreationPreferences > & | VP, | ||
| int | EL = 0, |
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| bool | CreateNewColormapObjectIfNotYetExistant = true |
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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. |
| VP | Creation preference for a colormap that shall be created when no colormap exists yet. |
| MemCore::RefPtr< RenderBasin::TextureTentacle > Wizt::Colorizer::makeColormapTexture | ( | VRenderContext & | Context, |
| const RefPtr< RenderBasin::Program > & | ShaderProgram, | ||
| int | TextureUnit, | ||
| const string & | ShaderTexturename = "" |
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| ) | const |
Minimalistic colormap shader:
uniform sampler1D ColormapTexture;
void main (void)
{
gl_FragColor = texture1D(ColormapTexture, gl_TexCoord[1].r );
}
| 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. |
1.7.5