Demonstrates volume rendering with an offscreen pass and a fullscreen quad.
#include <volumegeometry.h>
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| VolumeGeometry (const VolumeGeometry &other) |
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VolumeGeometry & | operator= (VolumeGeometry) |
| void | accept (Visitor &) override |
| void | render (const Camera &camera) override |
| void | end () |
| void | clear () override |
| void | initialize () |
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void | resizeFBO (int width, int height) |
| void | setPositiveColor (const Vector3ub &c) |
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Vector3ub | positiveColor () const |
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void | setNegativeColor (const Vector3ub &c) |
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Vector3ub | negativeColor () const |
| void | setCube (const Core::Cube &cube) |
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const Core::Cube * | cube () const |
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| Drawable (const Drawable &other) |
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Drawable & | operator= (Drawable) |
| const GeometryNode * | parent () const |
| | Get a pointer to the drawable object's parent.
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GeometryNode * | parent () |
| void | setVisible (bool visibility) |
| | Set the visibility of the drawable object.
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| bool | isVisible () const |
| | Get the current visibility of the drawable.
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| Identifier & | identifier () |
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const Identifier & | identifier () const |
| virtual std::multimap< float, Identifier > | hits (const Vector3f &rayOrigin, const Vector3f &rayEnd, const Vector3f &rayDirection) const |
| virtual Core::Array< Identifier > | areaHits (const Frustrum &f) const |
| void | setRenderPass (RenderPass pass) |
| RenderPass | renderPass () const |
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float | m_boundingVertices [24] |
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Vector3ub | m_positiveColor |
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Vector3ub | m_negativeColor |
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const Core::Cube * | m_cube = nullptr |
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bool | m_dirty = false |
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Private * | d |
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int | m_width |
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int | m_height |
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GeometryNode * | m_parent |
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bool | m_visible |
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RenderPass | m_renderPass |
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Identifier | m_identifier |
◆ accept()
Accept a visit from our friendly visitor.
Reimplemented from Drawable.
◆ render()
| void render |
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const Camera & | camera | ) |
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overridevirtual |
Render the volume.
Reimplemented from Drawable.
◆ end()
Destroy all GL resources (FBO, textures, etc.).
◆ clear()
Clear the contents of the node.
Reimplemented from Drawable.
◆ initialize()
Call once to initialize all GL objects/shaders.
◆ setPositiveColor()
| void setPositiveColor |
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const Vector3ub & | c | ) |
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Colors for positive/negative isovalues (for real volume rendering).
◆ setCube()
Assign which Cube to render.
The documentation for this class was generated from the following file: