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| MultiRaycastingComponent (std::string_view volume, std::array< std::reference_wrapper< IsoTFProperty >, 4 > isotfs) |
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virtual std::string_view | getName () const override |
| The name of the ShaderComponent. Will show up as the source of the line in the shaderwidget when the file is preprocessed and in error messages.
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virtual void | process (Shader &shader, TextureUnitContainer &) override |
| Called from Processor::process Override to set uniforms, bind textures etc.
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virtual void | initializeResources (Shader &shader) override |
| Called from Processor::initializeResources Override to set defines in the shader . This function will be called before the shader is compiled.
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virtual std::vector< Property * > | getProperties () override |
| Return all Properties This gets called in Processor::registerComponents which will add them to the processor.
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virtual std::vector< Segment > | getSegments () override |
| Return all Segments to be injected into the shader. This gets called in VolumeRaycasterBase::initializeResources after the call to RaycasterComponent::initializeResources.
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bool | setUsedChannels (size_t channels) |
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virtual std::vector< std::tuple< Inport *, std::string > > | getInports () |
| Return all Inports and their port groups This gets called in Processor::registerComponents which will add them to the processor.
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The voxel data from each channel in <volume>Voxel
will be classified using the transferfunction and isovalues from the corresponding IsoTFProperty, and composited into result
.