From ac38b6a073d9cdf684358c2a0fd6a69f1709110e Mon Sep 17 00:00:00 2001 From: Alvaro Sanchez <alvaro.sanchez@kitware.com> Date: Wed, 29 Mar 2017 12:06:08 -0400 Subject: [PATCH] Using opacityTablesMap for consistency. This instead of hand-crafting the variable names again in the shader replacement, given that they are cached already in the map. --- .../VolumeOpenGL2/vtkVolumeShaderComposer.h | 30 +++++++++---------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/Rendering/VolumeOpenGL2/vtkVolumeShaderComposer.h b/Rendering/VolumeOpenGL2/vtkVolumeShaderComposer.h index 6bb1d6a1ad..988b1033aa 100644 --- a/Rendering/VolumeOpenGL2/vtkVolumeShaderComposer.h +++ b/Rendering/VolumeOpenGL2/vtkVolumeShaderComposer.h @@ -930,7 +930,7 @@ namespace vtkvolume shaderStr += std::string("\ \nfloat computeOpacity(vec4 scalar, int component)\ - \n {"); + \n{"); for (int i = 0; i < noOfComponents; ++i) { @@ -939,37 +939,37 @@ namespace vtkvolume \n if (component == " + toString.str() + ")"); shaderStr += std::string("\ - \n {\ - \n return texture2D(in_opacityTransferFunc"); - shaderStr += (i == 0 ? "" : toString.str()); - shaderStr += std::string(",vec2(scalar[" + toString.str() + "],0)).r;\ - \n }"); + \n {\ + \n return texture2D(" + opacityTableMap[i]); + + shaderStr += std::string(",vec2(scalar[" + toString.str() + "], 0)).r;\ + \n }"); // Reset toString.str(""); toString.clear(); } - shaderStr += std::string("\n }"); + shaderStr += std::string("\n}"); return shaderStr; } else if (noOfComponents == 2 && !independentComponents) { return std::string("\ - \nuniform sampler2D in_opacityTransferFunc;\ + \nuniform sampler2D " + opacityTableMap[0] + ";\ \nfloat computeOpacity(vec4 scalar)\ - \n {\ - \n return texture2D(in_opacityTransferFunc, vec2(scalar.y, 0)).r;\ - \n }"); + \n{\ + \n return texture2D(" + opacityTableMap[0] + ", vec2(scalar.y, 0)).r;\ + \n}"); } else { return std::string("\ - \nuniform sampler2D in_opacityTransferFunc;\ + \nuniform sampler2D " + opacityTableMap[0] + ";\ \nfloat computeOpacity(vec4 scalar)\ - \n {\ - \n return texture2D(in_opacityTransferFunc, vec2(scalar.w, 0)).r;\ - \n }"); + \n{\ + \n return texture2D(" + opacityTableMap[0] + ", vec2(scalar.w, 0)).r;\ + \n}"); } } -- GitLab