| 178 | } |
| 179 | |
| 180 | void vtkEncodedGradientShader::UpdateShadingTable( |
| 181 | vtkRenderer* ren, vtkVolume* vol, vtkEncodedGradientEstimator* gradest) |
| 182 | { |
| 183 | double lightDirection[3], material[4]; |
| 184 | double lightAmbientColor[3]; |
| 185 | double lightDiffuseColor[3]; |
| 186 | double lightSpecularColor[3]; |
| 187 | double lightPosition[3], lightFocalPoint[3]; |
| 188 | double lightIntensity, viewDirection[3]; |
| 189 | double cameraPosition[3], cameraFocalPoint[3], mag; |
| 190 | vtkLightCollection* lightCollection; |
| 191 | vtkLight* light; |
| 192 | double norm; |
| 193 | int update_flag; |
| 194 | vtkVolumeProperty* property; |
| 195 | vtkTransform* transform; |
| 196 | vtkMatrix4x4* m; |
| 197 | double in[4], out[4], zero[4]; |
| 198 | int index; |
| 199 | |
| 200 | // Figure out which shading table we are working with |
| 201 | // First search through all existing ones, then if one |
| 202 | // is not found, use the first available index |
| 203 | for (index = 0; index < VTK_MAX_SHADING_TABLES; index++) |
| 204 | { |
| 205 | if (this->ShadingTableVolume[index] == vol) |
| 206 | { |
| 207 | break; |
| 208 | } |
| 209 | } |
| 210 | |
| 211 | if (index == VTK_MAX_SHADING_TABLES) |
| 212 | { |
| 213 | for (index = 0; index < VTK_MAX_SHADING_TABLES; index++) |
| 214 | { |
| 215 | if (this->ShadingTableVolume[index] == nullptr) |
| 216 | { |
| 217 | this->ShadingTableVolume[index] = vol; |
| 218 | break; |
| 219 | } |
| 220 | } |
| 221 | } |
| 222 | if (index == VTK_MAX_SHADING_TABLES) |
| 223 | { |
| 224 | vtkErrorMacro(<< "Too many shading tables!\n" |
| 225 | << "Increase limit VTK_MAX_SHADING_TABLES and recompile!"); |
| 226 | return; |
| 227 | } |
| 228 | |
| 229 | transform = vtkTransform::New(); |
| 230 | m = vtkMatrix4x4::New(); |
| 231 | |
| 232 | vol->GetMatrix(m); |
| 233 | transform->SetMatrix(m); |
| 234 | transform->Inverse(); |
| 235 | |
| 236 | property = vol->GetProperty(); |
| 237 |
nothing calls this directly
no test coverage detected