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plottable.cpp
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558 lines (557 loc) · 21.4 KB
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#include "plottable.hpp"
#define POS 0
#define CLR 1
#define NRM 2
//--------------------------------------------------------------------------------
// Vertex array object (VAO)
//--------------------------------------------------------------------------------
VertexArray::VertexArray(){
glGenVertexArrays(1, &AO);
glGenBuffers(1, &EBO);
this->bind();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
this->release();
checkOpenGLerror();
}
//--------------------------------------------------------------------------------
VertexArray::~VertexArray(){
for(auto && BO : BOs) if(BO) glDeleteBuffers(1,&BO);
if (EBO) glDeleteBuffers(1,&EBO);
if (AO) glDeleteVertexArrays(1,&AO);
}
//--------------------------------------------------------------------------------
void VertexArray::add_buffer(){
BOs.emplace_back();
attrs.emplace_back();
this->bind();
glGenBuffers(1, &BOs.back());
this->release();
checkOpenGLerror();
}
//--------------------------------------------------------------------------------
void VertexArray::bind(){
glBindVertexArray(AO);
}
//--------------------------------------------------------------------------------
void VertexArray::release(){
glBindVertexArray(0);
}
//--------------------------------------------------------------------------------
void VertexArray::load_data(int pos, int size, const void * data){
this->bind();
glBindBuffer(GL_ARRAY_BUFFER, BOs[pos]);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
this->release();
checkOpenGLerror();
}
//--------------------------------------------------------------------------------
GLuint & VertexArray::get_BO(int pos){
return BOs[pos];
}
//--------------------------------------------------------------------------------
void VertexArray::load_indices(int size, const void * data){
this->bind();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW );
this->release();
checkOpenGLerror();
}
//--------------------------------------------------------------------------------
GLint & VertexArray::get_attr(int pos){
return attrs[pos];
}
//--------------------------------------------------------------------------------
void VertexArray::enable_attr(int pos, int num, GLenum type){
if (attrs[pos]!=-1){
glEnableVertexAttribArray(attrs[pos]);
glBindBuffer(GL_ARRAY_BUFFER, BOs[pos]);
glVertexAttribPointer(attrs[pos], num, type, GL_FALSE, 0, 0);
}
checkOpenGLerror();
}
//------------------------------------------------------------------------------
// Plottable
//------------------------------------------------------------------------------
//Plottable::Plottable(){
// //glGenVertexArrays(1, &VAO);
// //glBindVertexArray(VAO);
// //glGenBuffers(4,&VBO[0]);
// //glBindVertexArray(0);
//};
////------------------------------------------------------------------------------
//Plottable::~Plottable(){
// if (VBO[0]){
// //std::cout<<"delete buffers"<<std::endl;
// glDeleteBuffers(4,VBO);
// }
// if (VAO) glDeleteVertexArrays(1, &VAO);
//}
//------------------------------------------------------------------------------
// Axis
//------------------------------------------------------------------------------
void Axis::load_on_device(){
int NTR = 3;
//glGenVertexArrays(1, &VAO);
//glBindVertexArray(VAO);
//glGenBuffers(4,&VBO[0]);
const glm::vec3 tri[6] = { glm::vec3(0,0,0), glm::vec3(1,0,0), glm::vec3(0,0,0),
glm::vec3(0,1,0), glm::vec3(0,0,0), glm::vec3(0,0,1) };
const glm::vec3 norm[6] = { glm::vec3(1,1,1), glm::vec3(1,1,1), glm::vec3(1,1,1),
glm::vec3(1,1,1), glm::vec3(1,1,1), glm::vec3(1,1,1) };
float ap[6] = {0.f,0.f,1.f,1.f,2.f,2.f};
unsigned int indices[6] = {0,1, 2,3, 4,5};//Мы не можем сделать по-другому : цвет различается значит все индексы разные
VAO.load_data(POS, sizeof(glm::vec3) * NTR*2, tri);
//glBindBuffer(GL_ARRAY_BUFFER, VBO[POS]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * NTR*2, tri, GL_STATIC_DRAW);
VAO.load_data(NRM, sizeof(glm::vec3) * NTR*2, norm);
VAO.load_data(CLR, sizeof(float) * NTR*2, ap);
//glBindBuffer(GL_ARRAY_BUFFER, VBO[NRM]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * NTR*2, norm, GL_STATIC_DRAW);
//glBindBuffer(GL_ARRAY_BUFFER, VBO[CLR]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float) * NTR*2, ap, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VBO[IND]);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*sizeof(unsigned int), indices, GL_STATIC_DRAW );
VAO.load_indices(6*sizeof(unsigned int), indices);
VAO.release();
}
//------------------------------------------------------------------------------
void Axis::AttachToShader(ShaderProg * spr) {
//glBindVertexArray(VAO);
VAO.bind();
spr->AttachUniform(unif_minmax,"minmaxmul");
spr->AttachAttr(VAO.get_attr(NRM),"normal");
spr->AttachAttr(VAO.get_attr(CLR),"color");
spr->AttachAttr(VAO.get_attr(POS),"coord");
if (unif_minmax != -1) glUniform3f(unif_minmax, 0.f, 2.f, 0.5f);
VAO.enable_attr(POS, 3, GL_FLOAT);
VAO.enable_attr(NRM, 3, GL_FLOAT);
VAO.enable_attr(CLR, 1, GL_FLOAT);
//if (vattr != -1){
// glEnableVertexAttribArray(vattr);
// glBindBuffer(GL_ARRAY_BUFFER, VBO[POS]);
// glVertexAttribPointer(vattr, 3, GL_FLOAT, GL_FALSE, 0, 0);
//}
//if (nattr != -1){
// glEnableVertexAttribArray(nattr);
// glBindBuffer(GL_ARRAY_BUFFER, VBO[NRM]);
// glVertexAttribPointer(nattr, 3, GL_FLOAT, GL_FALSE, 0, 0);
//}
//if (cattr != -1) {
// glEnableVertexAttribArray(cattr);
// glBindBuffer(GL_ARRAY_BUFFER, VBO[CLR]);
// glVertexAttribPointer(cattr, 1, GL_FLOAT, GL_FALSE, 0, 0);
//}
VAO.release();
//glBindVertexArray(0);
}
//------------------------------------------------------------------------------
void Axis::plot(ShaderProg * spr) {
int Ntr = 3;
AttachToShader(spr);
//glBindVertexArray(VAO);
VAO.bind();
glDepthFunc(GL_GREATER);
//glDrawElements(GL_LINES,Ntr*2, GL_UNSIGNED_INT, (void *)0);
glDrawElementsInstanced(GL_LINES,Ntr*2, GL_UNSIGNED_INT, (void *)0,1);
glDepthFunc(GL_LEQUAL);
glDrawElementsInstanced(GL_LINES,Ntr*2, GL_UNSIGNED_INT, (void *)0,1);
//glBindVertexArray(0);
VAO.release();
//glDisableVertexAttribArray(vattr);
//glDisableVertexAttribArray(cattr);
//glDisableVertexAttribArray(nattr);
//glBindBuffer(GL_ARRAY_BUFFER,0);
}
//------------------------------------------------------------------------------
// SurfTemplate
//------------------------------------------------------------------------------
void SurfTemplate::plot(ShaderProg * spr) {
int Ntr = select.size();
attach_shader(spr); // Возможно оверкил делать это каждый раз
//glBindVertexArray(VAO);
VAO.bind();
//glDrawElements(GL_TRIANGLES, Ntr, GL_UNSIGNED_INT, (void *)0);
glDrawElementsInstanced(GL_TRIANGLES, Ntr, GL_UNSIGNED_INT, (void *)0, 1);
//glBindVertexArray(0);
VAO.release();
//glDisableVertexAttribArray(vattr);
//glDisableVertexAttribArray(cattr);
//glDisableVertexAttribArray(nattr);
//glBindBuffer(GL_ARRAY_BUFFER,0);
}
//------------------------------------------------------------------------------
float SurfTemplate::min(){
return minmaxmul[0];
}
//------------------------------------------------------------------------------
float SurfTemplate::max(){
return minmaxmul[1];
}
//------------------------------------------------------------------------------
void SurfTemplate::rangemove(float shift,bool l){
float &min = minmaxmul[0];
float &max = minmaxmul[1];
float len = max - min;
if (l) min -= shift * len;
else max += shift * len;
}
//------------------------------------------------------------------------------
void SurfTemplate::extendrange(float factor){
float &min = minmaxmul[0];
float &max = minmaxmul[1];
float &mul = minmaxmul[2];
float len_2 = (max - min)*0.5f,
center = (min + max)* 0.5f;
min = center - len_2*factor;
max = center + len_2*factor;
mul = (min != max)? 1.f/(max - min): 1.f;
}
//------------------------------------------------------------------------------
void SurfTemplate::refill_select(){
int NTR = get_cells_size();
select.clear();
select.resize(NTR*3);
for(unsigned int i=0; i < select.size(); i++) select[i] = i;
}
//------------------------------------------------------------------------------
// PaletteBox
//------------------------------------------------------------------------------
PaletteBox::PaletteBox(Texture * _tex, const glm::ivec2 _min, const glm::ivec2 _max):Plottable(),
tex(_tex), xymin(_min), xymax(_max), vertical(false), unif_minmax(-1){
VAO.add_buffer();
VAO.add_buffer();
checkOpenGLerror();
}
//------------------------------------------------------------------------------
void PaletteBox::load_on_device(){
const glm::vec3 tri[4] = { glm::vec3(xymin.x,xymin.y,0), glm::vec3(xymax.x,xymin.y,0),
glm::vec3(xymin.x,xymax.y,0), glm::vec3(xymax.x,xymax.y,0)};
float ap_v[4] = {0.f,0.f,1.f,1.f};
float ap_h[4] = {0.f,1.f,0.f,1.f};
unsigned int indices[6] = {0,1, 2,1, 2,3};//Мы не можем сделать по-другому : цвет различается значит все индексы разные
VAO.load_data(POS, sizeof(glm::vec3) * 4, tri);
VAO.load_data(CLR, sizeof(float) * 4, vertical?ap_v:ap_h);
VAO.load_indices(6*sizeof(unsigned int), indices);
VAO.release();
checkOpenGLerror();
}
//------------------------------------------------------------------------------
void PaletteBox::AttachToShader(ShaderProg * spr) {
//glBindVertexArray(VAO);
VAO.bind();
spr->AttachUniform(unif_minmax,"minmaxmul");
//spr->AttachAttr(VAO.get_attr(NRM),"normal");
spr->AttachAttr(VAO.get_attr(CLR),"color");
spr->AttachAttr(VAO.get_attr(POS),"coord");
if (unif_minmax != -1) glUniform3f(unif_minmax, 0.f, 1.f, 1.0f);
VAO.enable_attr(POS, 3, GL_FLOAT);
VAO.enable_attr(CLR, 1, GL_FLOAT);
VAO.release();
checkOpenGLerror();
}
//------------------------------------------------------------------------------
void PaletteBox::set_texture(Texture * _tex) {
this->tex = _tex;
}
//------------------------------------------------------------------------------
Texture * PaletteBox::get_texture() {
return tex;
}
//------------------------------------------------------------------------------
void PaletteBox::plot(ShaderProg * spr) {
//int Ntr = 3;
AttachToShader(spr);
this->tex->use_texture(spr, "pal");
//glBindVertexArray(VAO);
VAO.bind();
//glDrawElements(GL_LINES,Ntr*2, GL_UNSIGNED_INT, (void *)0);
glDrawElementsInstanced(GL_TRIANGLES,6, GL_UNSIGNED_INT, (void *)0,1);
//glBindVertexArray(0);
VAO.release();
checkOpenGLerror();
//glDisableVertexAttribArray(vattr);
//glDisableVertexAttribArray(cattr);
//glDisableVertexAttribArray(nattr);
//glBindBuffer(GL_ARRAY_BUFFER,0);
}
//------------------------------------------------------------------------------
bool PaletteBox::get_vertical(){
return vertical;
}
//------------------------------------------------------------------------------
void PaletteBox::set_vertical(bool new_vert){
vertical = new_vert;
}
//------------------------------------------------------------------------------
void PaletteBox::switch_vertical(){
vertical ^=1;
}
//------------------------------------------------------------------------------
void PaletteBox::set_xyminmax(const int * newxymin, const int* newxymax){
xymin = glm::ivec2(newxymin[0], newxymin[1]);
xymax = glm::ivec2(newxymax[0], newxymax[1]);
}
//------------------------------------------------------------------------------
void PaletteBox::get_xyminmax(int * newxymin, int* newxymax){
newxymin[0] = xymin.x;
newxymin[1] = xymin.y;
newxymax[0] = xymax.x;
newxymax[1] = xymax.y;
}
//------------------------------------------------------------------------------
// PaletteAlphaControl
//------------------------------------------------------------------------------
PaletteAlphaControl::PaletteAlphaControl(PaletteBox * _tex):
Plottable(), unif_clr(-1), clr(.5f), pal(_tex){
VAO.add_buffer();
}
//------------------------------------------------------------------------------
void PaletteAlphaControl::set_alpha(int color_num, float new_alpha){
pal->get_texture()->set_alpha(color_num, new_alpha);
load_on_device();
}
//------------------------------------------------------------------------------
void PaletteAlphaControl::load_on_device(){
Texture * tex = pal->get_texture();
glm::ivec2 xymin, xymax;
pal->get_xyminmax( reinterpret_cast<int *>(&xymin), reinterpret_cast<int *>(&xymax));
line.reset(new glm::vec3 [(tex->get_length())]);
std::unique_ptr< unsigned int []> indices(new unsigned int [tex->get_length()]);
//float alpha = 0.5f * ((*tex)[3] + (*tex)[tex->get_length()*4 -1]);
//if (pal->get_vertical()){
// line[0] = glm::vec3(xymax.x*alpha+ xymin.x*(1-alpha), xymin.y,0.1);
// line[tex->get_length() + 1] = glm::vec3(alpha*xymax.x+ xymin.x*(1-alpha), xymax.y, 0.1);
//} else {
// line[0] = glm::vec3(xymin.x, xymin.y*(1-alpha)+ xymax.y*alpha, 0.1);
// line[tex->get_length() + 1] = glm::vec3(xymax.x, xymin.y*(1-alpha)+ xymax.y*alpha, 0.1);
//}
//indices[0] = 0;
//indices[tex->get_length() +1] = tex->get_length() +1;
float alpha;
for(int i=0; i< tex->get_length(); ++i){
float prop = float(i)/(tex->get_length()-1);
alpha = (*tex)[4*i+3];
if (pal->get_vertical()){
float ycoord = xymax.y*prop + xymin.y*(1-prop);
line[i] = glm::vec3(xymax.x*alpha + xymin.x*(1-alpha), ycoord, 0.1);
} else {
float xcoord = xymax.x*prop + xymin.x*(1-prop);
line[i] = glm::vec3(xcoord,xymax.y*alpha + xymin.y*(1-alpha) , 0.1);
}
indices[i] = i;
}
VAO.load_data(POS, sizeof(glm::vec3) * (tex->get_length()), line.get());
//std::cout<<"points:"<<std::endl;
//for(int i=0; i<3*(tex->get_length());i++){
// std::cout<<line[i/3][i%3];
// if(i%3==2) std::cout<<std::endl;
// else std::cout<<",";
//}
//std::cout<<std::endl;
//std::cout<<"indices"<<std::endl;
//for(int i=0; i<(tex->get_length());i++){
// std::cout<<indices[i];
// std::cout<<" ";
//}
VAO.load_indices((tex->get_length())*sizeof(unsigned int), indices.get());
VAO.release();
checkOpenGLerror();
}
//------------------------------------------------------------------------------
void PaletteAlphaControl::plot(ShaderProg * spr){
AttachToShader(spr);
VAO.bind();
glDrawElementsInstanced(GL_LINE_STRIP, (pal->get_texture()->get_length()), GL_UNSIGNED_INT, (void*) 0, 1);
VAO.release();
}
//------------------------------------------------------------------------------
void PaletteAlphaControl::AttachToShader(ShaderProg * spr) {
VAO.bind();
spr->AttachUniform(unif_clr,"clr");
spr->AttachAttr(VAO.get_attr(POS),"coord");
if (unif_clr != -1) glUniform3f(unif_clr, clr[0], clr[1], clr[2]);
//std::cout<<"#"<<clr[0]<<", "<<clr[1]<<", "<<clr[2]<<std::endl;
VAO.enable_attr(POS, 3, GL_FLOAT);
VAO.release();
}
//------------------------------------------------------------------------------
// VolumeTemplate
//------------------------------------------------------------------------------
VolumeTemplate::VolumeTemplate():Plottable(), data(new Texture3D(nullptr, 0, 0, 0, GL_TEXTURE1, GL_RGB, GL_RGB, false)),//, GL_RGB, GL_RGB, false),
unif_step(-1), unif_size(-1), unif_raystep(-1),
unif_density(-1), unif_brightness(-1),unif_opacity(-1), unif_ftype(-1),
unif_origin(-1), unif_cubemin(-1), unif_cubemax(-1),
raystep(0),density(0.5),brightness(1.0),opacity(0.95), ftype(0){
VAO.add_buffer(); //actualy this one wil contain only the vertices of a cube;)
}
void VolumeTemplate::load_on_device(){
reload_cube();
reload_texture();
}
void VolumeTemplate::reload_cube(){
int NTR=12;
float &xmin = cubemin[0], &xmax = cubemax[0],
&ymin = cubemin[1], &ymax = cubemax[1],
&zmin = cubemin[2], &zmax = cubemax[2];
const glm::vec3 cube[8] = { glm::vec3(xmin,ymin,zmin), glm::vec3(xmax,ymin,zmin), glm::vec3(xmin,ymax,zmin), glm::vec3(xmin,ymin,zmax),
glm::vec3(xmax,ymax,zmin), glm::vec3(xmin,ymax,zmax), glm::vec3(xmax,ymin,zmax), glm::vec3(xmax,ymax,zmax)};
unsigned int indices[36] = {
0, 2, 4,
0, 4, 1,
0, 3, 6,
0, 6, 1,
0, 5, 2,
0, 3, 5,
1, 6, 7,
1, 7, 4,
2, 5, 7,
2, 7, 4,
3, 5, 7,
3, 7, 6
};
VAO.load_data(POS, sizeof(glm::vec3) * 8, cube);
VAO.load_indices(NTR*3*sizeof(unsigned int), indices);
VAO.release();
}
void VolumeTemplate::set_density(float dens){
density = dens;
}
float VolumeTemplate::get_density(){
return density;
}
void VolumeTemplate::set_brightness(float bright){
brightness = bright;
}
float VolumeTemplate::get_brightness(){
return brightness;
}
void VolumeTemplate::set_opacity(float op){
opacity = op;
}
float VolumeTemplate::get_opacity(){
return opacity;
}
void VolumeTemplate::set_raystep(float rs){
raystep = rs;
}
float VolumeTemplate::get_raystep(){
return raystep;
}
void VolumeTemplate::set_ftype(int ft){
ftype = ft;
}
int VolumeTemplate::get_ftype(){
return ftype;
}
void VolumeTemplate::get_auto_box(float * bb_min, float * bb_max){
bbox(bb_min, bb_max);
//auto lab_steps = trans::storage_scales(UA->CG->get_steps());
//for(int i=0; i<3; i++){
// bb_min [i] -= 1.f;//float(lab_steps[i]);
// bb_max [i] += 1.f;//float(lab_steps[i]);
//}
}
void VolumeTemplate::attach_shader(ShaderProg * spr){
//glBindVertexArray(VAO);
this->VAO.bind();
//spr->AttachUniform(unif_bmin,"bmin");
//spr->AttachUniform(unif_bmax,"bmax");
spr->AttachUniform(unif_cminmaxmul,"minmaxmul");
spr->AttachUniform(unif_step,"rstep");
spr->AttachUniform(unif_size,"size");
spr->AttachUniform(unif_raystep,"raystep");
spr->AttachUniform(unif_density,"density");
spr->AttachUniform(unif_brightness,"brightness");
spr->AttachUniform(unif_opacity,"opacity");
spr->AttachUniform(unif_ftype,"ftype");
spr->AttachUniform(unif_origin,"origin");
spr->AttachUniform(unif_cubemin,"cubemin");
spr->AttachUniform(unif_cubemax,"cubemax");
spr->AttachAttr(this->VAO.get_attr(POS),"coord");
//auto size = get_sizes();
//auto steps = get_steps();
float steps[3];
int size[3];
get_steps(steps[0], steps[1], steps[2]);
float rstep[3] {1.f/steps[0], 1.f/steps[1], 1.f/steps[2]};
get_sizes(size[0], size[1], size[2]);
//if (unif_bmin != -1) glUniform3f(unif_bmin, bmin[0], bmin[1], bmin[2]);
//if (unif_bmax != -1) glUniform3f(unif_bmax, bmax[0], bmax[1], bmax[2]);
if (unif_cminmaxmul != -1) glUniform3f(unif_cminmaxmul, cminmaxmul[0], cminmaxmul[1], cminmaxmul[2]);
if (unif_step != -1) glUniform3f(unif_step, rstep[0], rstep[1], rstep[2]);
if (unif_size != -1) glUniform3i(unif_size, size[0], size[1], size[2]);
if (unif_raystep != -1) glUniform1f(unif_raystep, raystep);
if (unif_density != -1) glUniform1f(unif_density, density);
if (unif_brightness != -1) glUniform1f(unif_brightness, brightness);
if (unif_opacity != -1) glUniform1f(unif_opacity, opacity);
if (unif_ftype != -1) glUniform1i(unif_ftype, ftype);
if (unif_origin != -1){
float org[3];
get_origin(org[0], org[1], org[2]);
glUniform3f(unif_origin, org[0],org[1],org[2]);
}
if (unif_cubemin != -1) glUniform3fv(unif_cubemin,1, cubemin);
if (unif_cubemax != -1) glUniform3fv(unif_cubemax,1, cubemax);
this->VAO.enable_attr(POS, 3, GL_FLOAT);
this->VAO.release();
}
void VolumeTemplate::plot(ShaderProg * spr){
attach_shader(spr);
auto NTR=12;
data->use_texture(spr,"data");
VAO.bind();
//glDrawElements(GL_TRIANGLES, Ntr, GL_UNSIGNED_INT, (void *)0);
glDrawElementsInstanced(GL_TRIANGLES, NTR*3, GL_UNSIGNED_INT, (void *)0, 1);
//glBindVertexArray(0);
VAO.release();
}
//------------------------------------------------------------------------------
void VolumeTemplate::rangemove(float shift,bool l){
float &min = cminmaxmul[0];
float &max = cminmaxmul[1];
float len = max - min;
if (l) min -= shift * len;
else max += shift * len;
cminmaxmul[2] = (min < max)? 1.f/(max - min): 1.f;
}
void VolumeTemplate::extendrange(float factor){
float &min = cminmaxmul[0];
float &max = cminmaxmul[1];
float &mul = cminmaxmul[2];
float len_2 = (max - min)*0.5f,
center = (min + max)* 0.5f;
min = center - len_2*factor;
max = center + len_2*factor;
mul = (min < max)? 1.f/(max - min): 1.f;
}
//------------------------------------------------------------------------------
void VolumeTemplate::set_range(float lower, float upper){
cminmaxmul[0] = lower;
cminmaxmul[1] = upper;
cminmaxmul[2] = (lower < upper)? 1.f/(upper - lower): 1.f;
}
//------------------------------------------------------------------------------
float VolumeTemplate::min(){
return cminmaxmul[0];
}
//------------------------------------------------------------------------------
float VolumeTemplate::max(){
return cminmaxmul[1];
}
//------------------------------------------------------------------------------
void VolumeTemplate::adjust_cube(const Viewer3D & V){
get_auto_box(cubemin, cubemax);
auto vmin = V.get_vmin();
auto vmax = V.get_vmax();
for(int i=0; i<3; i++){
cubemin[i] = std::max(cubemin[i], vmin[i]);
cubemax[i] = std::min(cubemax[i], vmax[i]);
}
reload_cube();
}
//------------------------------------------------------------------------------
float VolumeTemplate::get_ranges(int i){
if (i<3)
return cubemin[i];
else return cubemax[i%3];
}
//------------------------------------------------------------------------------