[Ves] Modify uniform variables
Jon Chmura
jon.chmura at me.com
Tue Oct 15 16:15:23 EDT 2013
Aashish,
I tried setting the value of the uniform but it isn't changing. I have been using the class vesKiwiImageWidgetRepresentation from the KiwiViewer code in my app for displaying brain volume data. I made a modification to it so that I can test setting this value on the uniform.
This code isn't working. The getter always returns 1. I placed breakpoints in this code and I have confirmed that it is finding the vertexOpacity uniform. Does it have to be a vesEngineUniform subclass in order to set its value? I noticed that the vesUniform class does not have the method bindRenderData
//----------------------------------------------------------------------------
void vesKiwiImageWidgetRepresentation::setPlaneOpacity(int planeIndex, double opacity)
{
assert(planeIndex >= 0 && planeIndex <= 2);
vesShaderProgram::Ptr shader = this->Internal->SliceReps[planeIndex]->actor()->material()->shaderProgram();
vesUniform::Ptr uniform = shader->uniform("vertexOpacity");
uniform->set( (float) opacity);
shader->updateUniforms();
}
//----------------------------------------------------------------------------
double vesKiwiImageWidgetRepresentation::planeOpacity(int planeIndex)
{
assert(planeIndex >= 0 && planeIndex <= 2);
float value = 0;
vesShaderProgram::Ptr shader = this->Internal->SliceReps[planeIndex]->actor()->material()->shaderProgram();
vesUniform::Ptr uniform = shader->uniform("vertexOpacity");
uniform->get(value);
return value;
}
Thanks -
Jon Chmura
jon.chmura at me.com
On Oct 15, 2013, at 10:02 AM, Aashish Chaudhary <aashish.chaudhary at kitware.com> wrote:
> Hi Jon,
>
> Please have a look at the class below. You can create a new instance of it (give it a different name) and you should be able to change its value.
> Looking at the code, the opacity uniform is not an engine uniform (engine uniforms are special uniforms), so you can even get it and then change its value if needed.
>
> - Aashish
>
> In vesShaderProgram.cpp
> this->addUniform(vesVertexOpacityUniform::Ptr(new vesVertexOpacityUniform));
>
> in vesEngineUniform.h
> class vesVertexOpacityUniform : public vesUniform
> {
> public:
> vesTypeMacro(vesVertexOpacityUniform);
>
> vesVertexOpacityUniform(const std::string &name="vertexOpacity") :
> vesUniform(name, static_cast<float>(1.0))
> {
> }
>
> virtual void update(const vesRenderState &renderState,
> const vesShaderProgram &program)
> {
> vesNotUsed(program);
> this->set(renderState.m_mapper->color()[3]);
> }
> };
>
> I have to remember (or find out) why we didn't derive from vesEngineUniform for opacity, but that shouldn't really affect you.
>
> - Aashish
>
>
>
>
> On Mon, Oct 14, 2013 at 4:24 PM, Aashish Chaudhary <aashish.chaudhary at kitware.com> wrote:
> Dear Jon,
>
> Let me have a look at the code and will reply back. But in short, you can make your own uniform and use that in the shader, IN other words,
> you are bounds of engine uniforms.
>
> I thought we have an API for the engine uniforms, let me make a check on it.
>
> Thanks,
>
>
>
> On Mon, Oct 14, 2013 at 2:58 PM, Jon Chmura <jon.chmura at me.com> wrote:
> I want to set the value of vertexOpacity in vesGourandTexture shader program.
>
> /// \file vesGouraudTexture_frag.glsl
> ///
> /// \ingroup shaders
>
> uniform lowp float vertexOpacity;
>
> It is given a default value of 1 in vesEngineUniform. But I can't find any accessors for it as there are for point size, line width, etc.
>
> Jon Chmura
> jon.chmura at me.com
>
>
>
>
>
> _______________________________________________
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>
>
>
>
> --
> | Aashish Chaudhary
> | R&D Engineer
> | Kitware Inc.
> | www.kitware.com
>
>
>
> --
> | Aashish Chaudhary
> | R&D Engineer
> | Kitware Inc.
> | www.kitware.com
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