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Remove warnings
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@@ -164,9 +164,9 @@ void TransferFunction::setTextureFromTxt() {
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}
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// allocate new float array with zeros
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float* transferFunction = new float[width*4]();
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for (int i = 0; i < 4*width; ++i) {
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transferFunction[i] = 0.0f;
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float* transferFunction = new float[width * 4];
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for (int i = 0; i < 4 * width; ++i) {
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transferFunction[i] = 0.f;
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}
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size_t lowerIndex = static_cast<size_t>(floorf(lower * static_cast<float>(width-1)));
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@@ -176,9 +176,9 @@ void TransferFunction::setTextureFromTxt() {
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auto currentKey = prevKey + 1;
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auto lastKey = mappingKeys.end() -1;
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for (size_t i=lowerIndex; i<=upperIndex; i++) {
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float fpos = static_cast<float>(i)/static_cast<float>(width-1);
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if (fpos > (*currentKey).position) {
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for (size_t i = lowerIndex; i <= upperIndex; ++i) {
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float fpos = static_cast<float>(i) / static_cast<float>(width-1);
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if (fpos > currentKey->position) {
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prevKey = currentKey;
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currentKey++;
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if (currentKey == mappingKeys.end()) {
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@@ -186,18 +186,18 @@ void TransferFunction::setTextureFromTxt() {
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}
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}
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float dist = fpos-(*prevKey).position;
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float weight = dist/((*currentKey).position-(*prevKey).position);
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float dist = fpos - prevKey->position;
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float weight = dist / (currentKey->position - prevKey->position);
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for (size_t channel=0; channel<4; ++channel) {
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size_t position = 4*i + channel;
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for (size_t channel = 0; channel < 4; ++channel) {
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size_t position = 4 * i + channel;
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// Interpolate linearly between prev and next mapping key
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float value = ((*prevKey).color[channel] * (1.f - weight) +
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(*currentKey).color[channel] * weight) / 255.f;
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float value = (prevKey->color[channel] * (1.f - weight) +
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currentKey->color[channel] * weight) / 255.f;
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if (channel < 3) {
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// Premultiply with alpha
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value *= ((*prevKey).color[3] * (1.f - weight) +
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(*currentKey).color[3] * weight) / 255.f;
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value *= (prevKey->color[3] * (1.f - weight) +
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currentKey->color[3] * weight) / 255.f;
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}
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transferFunction[position] = value;
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}
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@@ -221,13 +221,19 @@ void TransferFunction::setTextureFromImage() {
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}
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glm::vec4 TransferFunction::sample(size_t offset) {
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if (!_texture) return glm::vec4(0.0);
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if (!_texture) {
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return glm::vec4(0.f);
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}
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int nPixels = _texture->width();
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// Clamp to range.
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if (offset >= nPixels) offset = nPixels - 1;
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if (offset < 0) offset = 0;
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if (offset >= nPixels) {
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offset = nPixels - 1;
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}
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if (offset < 0) {
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offset = 0;
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}
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return _texture->texelAsFloat(offset);
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}
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