OpenSceneGraph/include/osg/TransferFunction

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_TRANSFERFUNCTION
#define OSG_TRANSFERFUNCTION 1
#include <osg/Texture>
#include <osg/Shader>
namespace osg {
/** TransferFunction is a class that provide a 1D,2D or 3D colour look up table
* that can be used on the GPU as a 1D, 2D or 3D texture.
* Typically uses include mapping heights to colours when contouring terrain,
* or mapping intensities to colours when volume rendering.
*/
class OSG_EXPORT TransferFunction : public osg::Referenced
{
public :
TransferFunction();
osg::Image* getImage() { return _image.get(); }
const osg::Image* getImage() const { return _image.get(); }
osg::Texture* getTexture() { return _texture.get(); }
const osg::Texture* getTexture() const { return _texture.get(); }
osg::Shader* getShader() { return _shader.get(); }
const osg::Shader* getShader() const { return _shader.get(); }
protected:
virtual ~TransferFunction();
typedef std::vector<osg::Vec4> Colors;
Colors _colors;
osg::ref_ptr<osg::Image> _image;
osg::ref_ptr<osg::Texture> _texture;
osg::ref_ptr<osg::Shader> _shader;
};
/** 1D variant of TransferFunction. */
class OSG_EXPORT TransferFunction1D : public osg::TransferFunction
{
public:
TransferFunction1D();
void setInputRange(float minimum, float maximum);
void setMinimum(float value) { _minimum = value; }
float getMinimum() const { return _minimum; }
void setMaximum(float value) { _maximum = value; }
float getMaximum() const { return _maximum; }
void allocate(unsigned int numX);
void clear(const osg::Vec4& color = osg::Vec4(1.0f,1.0f,1.0f,1.0f));
unsigned int getNumberCellsX() const { return _colors.size(); }
void setValue(unsigned int i, const osg::Vec4& color) { _colors[i] = color; if (_image.valid()) _image->dirty(); }
const osg::Vec4& getValue(unsigned int i) const { return _colors[i]; }
protected:
float _minimum;
float _maximum;
};
}
#endif