322 lines
8.1 KiB
Text
322 lines
8.1 KiB
Text
#ifndef __COLORMANAGER_H__
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#define __COLORMANAGER_H__
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#ifdef _MSC_VER
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#define _USE_MATH_DEFINES
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#include <windows.h>
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#endif
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#ifdef __APPLE__
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#endif
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#include <string.h>
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#include <stdio.h>
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class ColorMap {
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public:
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enum CM {
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SOLID = 0,
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GREY = 1,
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HSV = 2,
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JET = 3,
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HOT = 4,
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SHSV = 5,
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TEMP = 6
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};
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virtual ~ColorMap() {};
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets) {
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d[0] = d[1] = d[2] = 1.0;
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}
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static ColorMap getColorMap(CM map);
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/**
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* hue is in [0,360], all others in [0,1]
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*/
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static void convert_hsv_to_rgb(float hue, float s, float v,
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float &r, float &g, float &b);
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};
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class GreyMap : public ColorMap {
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public:
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets) {
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d[0] = (float)i/(float)buckets;
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d[1] = (float)i/(float)buckets;
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d[2] = (float)i/(float)buckets;
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}
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};
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class HSVMap : public ColorMap {
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public:
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets) {
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float t = (float)i/(float)buckets;
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convert_hsv_to_rgb(360.0*t, 1.0, 1.0, d[0], d[1], d[2]);
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}
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};
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class SHSVMap : public ColorMap {
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public:
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets) {
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float t = (float)i/(float)buckets;
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convert_hsv_to_rgb(240.0*(1.0-t), 1.0, 1.0, d[0], d[1], d[2]);
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}
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};
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class JetMap : public ColorMap {
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public:
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets) {
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float t = (float)i/(float)buckets;
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if (t <= 0.125) {
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d[0] = d[1] = 0.0; d[2] = 0.5 + 0.5*(t/0.125);
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} else if (t < 0.375) {
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d[0] = 0.0; d[2] = 1.0; d[1] = (t-0.125)/0.25;
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} else if (t < 0.625) {
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d[1] = 1.0; d[0] = (t-0.375)/0.25;; d[2] = 1.0 - d[0];
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} else if (t < 0.875) {
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d[0] = 1.0; d[2] = 0.0; d[1] = 1.0 - (t-0.625)/0.25;
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} else {
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d[1] = d[2] = 0.0; d[0] = 1.0 - 0.5*((t - 0.875)/0.125);
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}
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}
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};
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class HotMap : public ColorMap {
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public:
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets) {
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float t = (float)i/(float)buckets;
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if (t <= 1.0/3.0) {
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d[1] = d[2] = 0.0; d[0] = t/(1.0/3.0);
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} else if (t <= 2.0/3.0) {
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d[0] = 1.0; d[2] = 0.0; d[1] = (t-(1.0/3.0))/(1.0/3.0);
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} else {
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d[0] = 1.0; d[1] = 1.0; d[2] = (t-(2.0/3.0))/(1.0/3.0);
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}
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}
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};
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class TempMap : public ColorMap {
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public:
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets) {
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float t = 1.0 - (float)i/(float)buckets;
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if(t <= 1.0/5.0) {
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d[1] = d[2] = 0.0;
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d[0] = t/(1.0/5.0);
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} else if(t <=2.0/5.0) {
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d[0] = 1.0;
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d[1] = (t-(1.0/5.0))/(1.0/5.0);
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d[2] = 0.0;
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} else if(t <=3.0/5.0) {
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d[0] = 1.0 - ((t-(2.0/5.0))/(1.0/5.0));
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d[1] = 1.0;
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d[2] = (t-(2.0/5.0))/(1.0/5.0);
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} else if(t <=4.0/5.0) {
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d[0] = 0.0;
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d[1] = 1.0 - ((t-(3.0/5.0))/(1.0/5.0));
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d[2] = 1.0;
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} else {
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d[0] = 0.0;
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d[1] = 0.0;
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d[2] = 1.0 - ((t-(4.0/5.0))/(1.3/5.0));
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}
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}
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};
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class DiffMap : public ColorMap {
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public:
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virtual void calcColor(float *d, unsigned int i, unsigned int buckets);
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private:
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static const float cmap[7][3];
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};
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class ColorManager {
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public:
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ColorManager(unsigned int _buckets, unsigned int pointdim, float *_mins, float *_maxs, const float *_color = 0) : buckets(_buckets) {
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if (_color) {
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color[0] = _color[0];
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color[1] = _color[1];
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color[2] = _color[2];
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} else {
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color[0] = 1;
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color[1] = 1;
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color[2] = 1;
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}
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colormap = new float*[buckets + 1]; // allow a color more for values equal to max
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for (unsigned int i = 0; i < buckets; i++) {
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colormap[i] = new float[3];
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}
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colormap[buckets] = new float[3];
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mins = new float[pointdim];
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maxs = new float[pointdim];
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for (unsigned int i = 0; i < pointdim; i++) {
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mins[i] = _mins[i];
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maxs[i] = _maxs[i];
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}
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setCurrentDim(0);
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}
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virtual ~ColorManager() {
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for (unsigned int i = 0; i < buckets; i++) {
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delete[] colormap[i];
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}
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delete[] colormap[buckets];
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delete[] colormap;
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delete[] mins;
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delete[] maxs;
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}
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virtual void load() {
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glColor3f(color[0], color[1], color[2] );
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glEnable (GL_TEXTURE_1D);
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glBindTexture (GL_TEXTURE_1D, 0);
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}
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virtual void unload() {
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glDisable (GL_TEXTURE_1D);
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}
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virtual void setColor(float *val) {
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glTexCoord1f( (float)((val[currentdim]-min)/extent) );
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}
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virtual void setColor(double *val) {
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glTexCoord1f( (float)((val[currentdim]-min)/extent) );
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}
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virtual void setColor(short int *val) {
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glTexCoord1f( (float)((val[currentdim]-min)/extent) );
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}
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virtual void setColor(signed char *val) {
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glTexCoord1f( (float)((val[currentdim]-min)/extent) );
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}
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virtual void setColorMap(ColorMap &cm) {
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for (unsigned int i = 0; i < buckets; i++) {
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cm.calcColor(colormap[i], i, buckets);
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}
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cm.calcColor(colormap[buckets], buckets-1, buckets);
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convertToTexture1D();
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}
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void setCurrentDim(unsigned int cdim) {
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currentdim = cdim;
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makeValid();
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}
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void setMinMax(float _min, float _max) {
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if (_min < _max) {
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min = _min;
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max = _max;
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}
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extent = max - min;
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}
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protected:
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void convertToTexture1D() {
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unsigned char *imageData = new unsigned char[(buckets+1) * 3];
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for (unsigned int i = 0; i < buckets; i++) {
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imageData[3*i+0] = colormap[i][0]*255;
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imageData[3*i+1] = colormap[i][1]*255;
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imageData[3*i+2] = colormap[i][2]*255;
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}
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imageData[3*buckets+0] = colormap[buckets][0]*255;
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imageData[3*buckets+1] = colormap[buckets][1]*255;
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imageData[3*buckets+2] = colormap[buckets][2]*255;
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glBindTexture (GL_TEXTURE_1D, 0);
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glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, buckets+1, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
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delete[] imageData;
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}
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void makeValid() {
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min = mins[currentdim];
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max = maxs[currentdim];
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extent = max - min;
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}
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unsigned int buckets;
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unsigned int currentdim;
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/** stores minima and maxima for each point dimension */
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float *mins;
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float *maxs;
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/** maps color to value */
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float **colormap;
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float min;
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float max;
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float extent;
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float color[3];
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};
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class CColorManager : public ColorManager {
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public:
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CColorManager(unsigned int buckets, unsigned int pointdim, float *mins, float *maxs, unsigned int _colordim) : ColorManager(buckets, pointdim, mins, maxs) {
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colordim = _colordim;
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}
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virtual void load() {
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glGetBooleanv(GL_COLOR_LOGIC_OP, &color_state);
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glDisable(GL_COLOR_LOGIC_OP); // this disables inversion of color, but also messes with fog behaviour
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glColor3f(color[0], color[1], color[2] );
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glEnable (GL_TEXTURE_1D);
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glBindTexture (GL_TEXTURE_1D, 0);
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}
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virtual void unload() {
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glDisable (GL_TEXTURE_1D);
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if (color_state) {
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glEnable(GL_COLOR_LOGIC_OP);
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}
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}
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void setColor(double *val) {
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GLubyte color[3];
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memcpy(color, &val[colordim], 3);
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glColor3ubv(color);
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}
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void setColor(float *val) {
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GLubyte color[3];
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memcpy(color, &val[colordim], 3);
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glColor3ubv(color);
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}
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void setColor(short *val) {
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GLubyte color[3];
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memcpy(color, &val[colordim], 3);
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glColor3ubv(color);
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}
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virtual void setColor(signed char *val) {
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GLubyte color[3];
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memcpy(color, &val[colordim], 3);
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glColor3ubv(color);
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}
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private:
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unsigned int colordim;
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GLboolean color_state;
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};
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#endif
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