Unplugged Viz
High-performance scientific visualization isn't just for the workstation anymore
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Namespaces | |
namespace | Droid |
Android-specific custom renderers. | |
namespace | iOS |
iOS-specific custom renderers. | |
Classes | |
class | CameraControl |
A control for positioning the camera within a TumbleView. The default implementation can be used to provide straightforward control of the camera; alternatively, More... | |
class | ColorMapAttribute |
Identifies the tagged property as a color map. The color map is a special case of the TextureMapAttribute This attribute is applied to properties. More... | |
class | ColorMappedImageView |
A 2-dimensional, color-mapped representation of 3-dimensional data. ColorMappedImageView sacrifices type safety in the name of performance. It accepts data either as a 2D array or as a RawDataArray, which allows avoiding intermediate conversion of raw data. More... | |
class | ColorMappedPlotView |
A 2-dimensional, color-mapped representation of 3-dimensional data. ColorMappedPlotView is type-safe, but may be less performant than ColorMappedImageView if your data is in a raw, single-dimensional array format. More... | |
class | CylinderGeometry |
A cylindrical geometry implementing IIndexedGeometry, IImageMappedGeometry, and ILitGeometry. In this case, a cylinder is defined using a number of sides n: the shape of the cylinder is approximated as an extruded n-gon. Note that no attributes are applied to this class; it is intended only as input to appropriate model class. The vertices are constructed using indexing, and intended for drawing using PrimitiveType.TriangleStrip. More... | |
class | DrawWithAttribute |
Specifies a the settings to be used for drawing the specified model. Every model must have exactly oen DrawWithAttribute. This attribute is applied to a class. More... | |
class | ExpiredLicenseException |
Exception thrown when attempting to use an expired trial key. More... | |
class | FragmentShaderAttribute |
Specifies a fragment shader for the tagged class. This attribute is applied to a class. Multiple FragmentShaderAttributes may be applied to a single class. More... | |
class | GridGeometry |
Helper methods for generating grid geometries. More... | |
interface | IColoredGeometry |
Describes a geometry that includes a color. More... | |
interface | IColorMappedGeometry |
Describes a geometry that includes a colormap. More... | |
interface | IGeometry |
The base interface for geometries. Any model to be used in a TumbleView must implement IGeometry More... | |
interface | IImageMappedGeometry |
Describes a geometry that uses an image as a texture. More... | |
interface | IIndexedGeometry |
Describes a geometry that includes indices. More... | |
interface | ILitGeometry |
Describes a geometry that is lit. More... | |
class | IndexedGeometryModel |
Indexed geometry model. This class or subclasses can be used with the CommonVertexShader.TextureMappedModel and CommonFragmentShader.TextureMappedModel shaders. Note that if the properties are overridden, the subclass must apply the appropriate attributes. More... | |
class | IndexedGeometryTextureMappedLitModel |
Texture mapped, lit, indexed geometry model. This class or subclasses can be used with the CommonVertexShader.TextureMappedLitModel and CommonFragmentShader.TextureMappedLitModel shaders. Note that if the properties are overridden, the subclass must apply the appropriate attributes. More... | |
class | IndexedGeometryTextureMappedModel |
Texture mapped, indexed geometry model. This class or subclasses can be used with the CommonVertexShader.TextureMappedModel and CommonFragmentShader.TextureMappedModel shaders. Note that if the properties are overridden, the subclass must apply the appropriate attributes. More... | |
class | InvalidLicenseException |
Exception thrown when attempting to use component functionality with no or an invalid license key. More... | |
interface | IRotatableGeometry |
Describes a geometry whose orientation can be set. More... | |
interface | ITexturedGeometry |
Describes a geometry that includes texture coordinates. Generally, a model that implements ITexturedGeometry should implement ITextureMappedGeometry, IColorMappedGeometry, or IImageMappedGeometry. More... | |
interface | ITextureMappedGeometry |
Describes a geometry that includes a texture map. More... | |
interface | ITranslatableGeometry |
Describes a geometry that can be translated. More... | |
class | License |
Class controlling component licensing functionality. More... | |
class | Loading |
Helper methods for loading data. More... | |
class | MatrixExtensions |
Extensions to the Microsoft.Xna.Framework.Matrix class. More... | |
class | PlatformCodeNotLoadedException |
Exception thrown when platform-specific code has not been loaded. More... | |
class | PlotViewBase |
Base class for plot views. More... | |
class | PowerOfTwoTextureAdapter |
An adapter between a dataset of a specified size and a texture map with power-of-two dimensions. More... | |
class | RangeF |
A one-dimensional range defined by two float endpoints. More... | |
class | RawDataArray |
Represents a raw away of data as a 1-dimensional array. Can be used in place of a 2D array as input for a ColorMappedImageView for improved performance. More... | |
class | RectangleF |
A one-dimensional range defined by four float points. More... | |
class | ShaderAttribute |
Specifies a custom shader name for the tagged class. Vertex and fragment shaders named '{ShaderName}.vsh' and '{ShaderName}.fsh', respectively, must be included. A class tagged with a ShaderAttribute must not be tagged with any other ShaderAttribute or any ShaderFileAttributes. This attribute is applied to a class. More... | |
class | ShaderFileAttribute |
Specifies a shader file for the tagged class. A class tagged with one or more ShaderFileAttributes must not be tagged with any ShaderFileAttribute. This attribute is applied to a class. More... | |
class | ShapeFBase |
Base class for shapes with float coordinates. More... | |
class | SphereGeometry |
A spherical geometry implementing IIndexedGeometry, IImageMappedGeometry, and ILitGeometry. Note that no attributes are applied to this class; it is intended only as input to appropriate model class. The vertices are constructed using indexing, and intended for drawing using PrimitiveType.TriangleStrip. More... | |
class | TextureMapAttribute |
Identifies the tagged property as a texture map. The texture map is a uniform attribute which defines how the texture will be sampled for the model. This attribute is applied to properties. More... | |
class | TooManyModelsForLicenseException |
Exception thrown when attempting to use more models in view than allowed by the trial key. More... | |
class | TooMuchDataForLicenseException |
Exception thrown when attempting to use more data than allowed by the trial key. More... | |
class | TumbleView |
A 3-dimensional view. A TumbleView is a container of models implementing IGeometry, optionally with a CameraControl. More... | |
class | UniformAttribute |
Identifies the tagged property as a uniform attribute; that is, a property which provides a single global value for all vertices (as opposed to VertexAttributeAttributes). This attribute is applied to properties. More... | |
class | VertexAttributeAttribute |
Identifies the tagged property as a vertex attribute; that is, a property which provides a value per vertex (as opposed to UniformAttributes). This attribute is applied to properties. More... | |
class | VertexIndicesAttribute |
Identifies the tagged property as the indices to be used in OpenGL indexing. This attribute is applied to a property. More... | |
class | VertexShaderAttribute |
Specifies a vertex shader for the tagged class. This attribute is applied to a class. Multiple VertexShaderAttributes may be applied to a single class. More... | |
class | ViewBase |
Base class for all views. More... | |
class | VisMath |
Some helper mathematical functions useful for visualization. More... | |
class | XYPlotView |
A 2-dimensional plot. The area under (or to the left of) the plotted data is filled in with a color map representing the value. More... | |
Enumerations |
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Options for DrawWithAttribute.BackFaces.
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strong |
Enumerator | |
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ColorMapping |
Provides the function FragColorFromColorMap(highp float value, sampler2D colorMap, highp float colorMapOffset), which can be used to apply a colormap as a texture. A class using uniform float ColorMapMinimum; uniform float ColorMapMaximum; float LimitColorMapRange(float value) { if (value > ColorMapMaximum) return 1.0; if (value < ColorMapMinimum) return 0.0; return (value - ColorMapMinimum) / (ColorMapMaximum - ColorMapMinimum); } vec4 ColorFromColorMap(float value, sampler2D colorMap, float colorMapOffset) { value += colorMapOffset; if (value < 0.0) value = 0.0; else if (value > 256.0 / 255.0) value -= 1.0; value = LimitColorMapRange(value); return texture2D(colorMap, vec2(0.5, 1.0 - value)); } void FragColorFromColorMap(float value, sampler2D colorMap, float colorMapOffset) { gl_FragColor = ColorFromColorMap(value, colorMap, colorMapOffset); } |
TextureMappedModel |
Uses the TextureMappedModel fragment shader: varying vec2 TextureCoordinate; uniform sampler2D Image; void main() { gl_FragColor = texture2D(Image, TextureCoordinate); } A class using |
TextureMappedLitModel |
Uses the TextureMappedLitModel fragment shader: uniform vec3 LightPosition; varying vec3 Surface; varying vec3 Normal; varying vec2 TextureCoordinate; uniform sampler2D Image; void main() { vec3 L = normalize(LightPosition - Surface); vec3 N = normalize(Normal); float shading = max(dot(N,L), 0.0); vec4 color = texture2D(Image, TextureCoordinate); gl_FragColor = vec4(shading * color.rgb, color.a); } A class using |
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Enumerator | |
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TextureMappedModel |
Uses the TextureMappedModel vertex shader: attribute vec3 Vertices; attribute vec2 TextureCoordinates; uniform mat3 Rotation; uniform mat3 Model; uniform mat4 ModelViewProjection; uniform mat4 ViewProjection; varying vec2 TextureCoordinate; void main() { Model; ViewProjection; Rotation; TextureCoordinate = TextureCoordinates; gl_Position = ModelViewProjection * vec4(Vertices, 1.0); } A class using |
TextureMappedLitModel |
Uses the TextureMappedLitModel vertex shader: attribute vec3 Vertices; attribute vec3 Normals; attribute vec2 TextureCoordinates; uniform mat3 Rotation; uniform mat3 Model; uniform mat4 ModelViewProjection; uniform mat4 ViewProjection; varying vec3 Surface; varying vec3 Normal; varying vec2 TextureCoordinate; void main() { Model; ViewProjection; Surface = Vertices; Normal = Rotation * Normals; TextureCoordinate = TextureCoordinates; gl_Position = ModelViewProjection * vec4(Vertices, 1.0); } A class using |
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Options for DepthBuffer.
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Options for TextureMapAttribute.MagnificationFilter.
Enumerator | |
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LinearInterpolation |
Use the weighted average of the 4 pixels surrounding the given coordinate. |
NearestNeighbor |
Use the pixel closes to the given coordinates. |
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Options for DrawWithAttribute.PrimitiveType.
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Options for DrawWithAttribute.Winding.
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Options for TextureMapAttribute.WrapMode.