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. |