Heightfield 1.0
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Relief shading class. More...
#include <heightfieldshader.h>
Public Member Functions | |
HeightFieldShader (const HeightField &) | |
Create a shader. | |
~HeightFieldShader () | |
Empty. | |
QImage | Relief (bool=false) const |
Diffuse lighting with enhanced curvature shaded relief. | |
QImage | ReliefLighting () const |
Create a texture image representing the shaded terrain. | |
QImage | Mitsuba () const |
Create a texture image representing the shaded terrain. | |
QImage | ShadedRelief () const |
Diffuse lighting with enhanced curvature shaded relief. | |
QImage | ImageShadeRadianceScaling (const Color &=Color::White, const Color &=Color(142, 92, 31)) const |
Create a QImage representing the shaded terrain with an irradiance scaling effect with two colors. | |
ScalarField2 | RadianceScaling (const double &, const double &) const |
Create a scalarfield representing the shaded terrain with an irradiance scaling effect. | |
QImage | IsoLines (const QColor &=QColor(80, 60, 60), const QColor &=QColor(40, 20, 20), const double &=100.0, int=4) const |
Create a texture image representing the iso contours of the terrain. | |
QImage | IsoLinesAA (const QColor &=QColor(80, 60, 60), const QColor &=QColor(40, 20, 20), const double &=100.0, int=4) const |
Create a texture image representing the iso contours of the terrain with an anti-aliasing algorithm in altitude space (resulting in larger lines in flat areas) | |
QImage | CartographicGreen () const |
Cartographic-like shading with green/yellow colors, using fractional laplacian to emphasize ridges. | |
QImage | CartographicGreenYellow () const |
Cartographic-like shading with green/yellow colors. | |
QImage | RiverWidth (const double &, int) const |
Compute an image representing a river of varying with by using the steepest drainage area. | |
QImage | LaplacianShading (const Palette &, double=1.6, double=0.3) const |
Create a texture image representing the shaded terrain with a Laplacian shading effect. | |
Relief shading class.
The texture image representing the shaded terrain for Hugo's 2024 paper:
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explicit |
Create a shader.
field | Reference to a heightfield. |
QImage HeightFieldShader::CartographicGreen | ( | ) | const |
Cartographic-like shading with green/yellow colors, using fractional laplacian to emphasize ridges.
Rivers are detected after a breaching and shaded in blue.
QImage HeightFieldShader::IsoLines | ( | const QColor & | color = QColor(80, 60, 60), |
const QColor & | bold = QColor(40, 20, 20), | ||
const double & | height = 100.0, | ||
int | n = 4 ) const |
Create a texture image representing the iso contours of the terrain.
Contours are created from the origin elevation.
QImage HeightFieldShader::IsoLinesAA | ( | const QColor & | color = QColor(80, 60, 60), |
const QColor & | bold = QColor(40, 20, 20), | ||
const double & | height = 100.0, | ||
int | n = 4 ) const |
Create a texture image representing the iso contours of the terrain with an anti-aliasing algorithm in altitude space (resulting in larger lines in flat areas)
Contours are created from the origin elevation.
QImage HeightFieldShader::LaplacianShading | ( | const Palette & | palette, |
double | gamma = 1.6, | ||
double | lapamp = 0.3 ) const |
Create a texture image representing the shaded terrain with a Laplacian shading effect.
palette | Palette used to color the terrain. |
gamma | Gamma correction. |
lapamp | Laplacian enhancement factor |
ScalarField2 HeightFieldShader::RadianceScaling | ( | const double & | pos, |
const double & | factor ) const |
Create a scalarfield representing the shaded terrain with an irradiance scaling effect.
pos | is the position of the lights typical range is [0.1-1.0] dir1 = [pos,pos,0.5] dir2 = [-2*pos,-2*pos,0.5] |
factor | factor of radiance scaling typical values [0.5,4.0] Returns a normalized scalarfield that can be used to enhance high curvature crests |
QImage HeightFieldShader::Relief | ( | bool | enhanced = false | ) | const |
Diffuse lighting with enhanced curvature shaded relief.
Create a texture representing the shaded terrain.
QImage HeightFieldShader::RiverWidth | ( | const double & | t, |
int | size ) const |
Compute an image representing a river of varying with by using the steepest drainage area.
t | Stream area threshold: river will exist only for drainage area above this value. |
size | Largest rive size (in pixels). |
QImage HeightFieldShader::ShadedRelief | ( | ) | const |
Diffuse lighting with enhanced curvature shaded relief.
Create a texture representing the shaded terrain.