Ejemplo n.º 1
0
void VariableManager::beginRenderPass(GLRenderState& renderState) const
	{
	/* Get the context data item: */
	DataItem* dataItem=renderState.getContextData().retrieveDataItem<DataItem>(this);
	
	/* Initialize the scalar variable tracker: */
	dataItem->lastBoundScalarVariableIndex=-1;
	
	/* Save the OpenGL texture matrix: */
	renderState.setMatrixMode(2);
	glPushMatrix();
	dataItem->textureMatrixVersion=renderState.getMatrixVersion();
	}
Ejemplo n.º 2
0
void VariableManager::bindColorMap(int scalarVariableIndex,GLRenderState& renderState) const
	{
	/* Get the context data item: */
	DataItem* dataItem=renderState.getContextData().retrieveDataItem<DataItem>(this);
	
	/* Set up 1D texture mapping: */
	renderState.setTextureLevel(1);
	
	/* Bind the color texture object: */
	renderState.bindTexture(dataItem->colorMapTextureIds[scalarVariableIndex]);
	
	/* Check if the texture object is outdated: */
	const ScalarVariable& sv=scalarVariables[scalarVariableIndex];
	if(dataItem->colorMapVersions[scalarVariableIndex]!=sv.colorMapVersion)
		{
		/* Set the texture object's parameters: */
		glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_BASE_LEVEL,0);
		glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MAX_LEVEL,0);
		glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		
		/* Upload the changed color map into the texture object: */
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,0);
		glPixelStorei(GL_UNPACK_ALIGNMENT,1);
		glTexImage1D(GL_TEXTURE_1D,0,GL_RGBA8,256,0,GL_RGBA,GL_FLOAT,sv.colorMap->getColors());
		
		/* Mark the texture object as up-to-date: */
		dataItem->colorMapVersions[scalarVariableIndex]=sv.colorMapVersion;
		}
	
	/* Set up the texture matrix to convert scalar variable values to color map indices: */
	renderState.setMatrixMode(2);
	if(dataItem->lastBoundScalarVariableIndex!=scalarVariableIndex||dataItem->textureMatrixVersion!=renderState.getMatrixVersion())
		{
		glLoadIdentity();
		double mapMin=double(sv.colorMapRange.first);
		double mapRange=double(sv.colorMapRange.second)-mapMin;
		glScaled(1.0/mapRange,1.0,1.0);
		glTranslated(-mapMin,0.0,0.0);
		renderState.updateMatrix();
		
		/* Mark the texture matrix as up to date: */
		dataItem->lastBoundScalarVariableIndex=scalarVariableIndex;
		dataItem->textureMatrixVersion=renderState.getMatrixVersion();
		}
	}