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| VolumeComponent (std::string_view name, Gradients gradients=Gradients::Single, Document help={}) |
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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 &cont) override |
| Called from Processor::process Override to set uniforms, bind textures etc.
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virtual std::vector< std::tuple< Inport *, std::string > > | getInports () override |
| Return all Inports and their port groups 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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std::string | getGradientString () const |
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std::optional< size_t > | channelsForVolume () const |
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virtual void | initializeResources (Shader &shader) |
| 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 () |
| Return all Properties This gets called in Processor::registerComponents which will add them to the processor.
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Adds a Volume inport, binds that volume and assigns it the a sampler with <name>
and sets the <name>Parameters
uniforms It will sample the volume into <name>Voxel
and keep the previous value in <name>VoxelPrev
If Gradients::Single is set the gradient for channel
will be computed into <name>Gradient
, the previous gradient will be store in <name>GradientPrev
. If Gradients::All is set the gradients for all channels will be computed into <name>AllGradients
, the previous gradient will be store in <name>AllGradientsPrev