[Ves] Modify uniform variables
Jon Chmura
jon.chmura at me.com
Wed Oct 16 15:53:19 EDT 2013
Aashish,
That solution didn't work for me but t think I have found the source of the problem. In the KiwiViewer app the "Texture" shader is used in vesKiwiImageWidgetRepresentation. The "Texture" shader is actually vesBackgroundTexture shader not GourandTexture shader. I believe this decision was made so that there is no shadowing when rendering 3 plane Image Volumes. In my application I followed the same design and used vesBackgroundTexture for my image shader and GourandTexture as my geometry shader. The problem is that the vesBackgroundTexture shader does not have a uniform for vertexOpacity.
I'm going to solve this problem in my application by making another shader for image volumes that is identical to vesBackgroundTexture shader excepts that is adds a uniform for opacity.
Jon Chmura
jon.chmura at me.com
On Oct 15, 2013, at 10:41 PM, Aashish Chaudhary <aashish.chaudhary at kitware.com> wrote:
> Hi Jon,
>
> I looked into the code, basically since this is a in-built uniform the value is set using the mapper color. So in your code, if you want to use this unifrom, you can do this instead:
>
> In some call:
> rep->actor()->mapper()->setColor(0.1, 0.5, 0.1, 0.5);
>
> In next call:
> rep->actor()->mapper()->setColor(0.1, 0.5, 0.1, 0.7);
>
> Basically change the mapper alpha) as and when you need it.
>
> Now, as I said earlier, you can change the shader and use our own variable names if desired.
>
> Let me know if this helps.
>
> - Aashish
>
>
> - Aashish
>
>
>
>
> On Tue, Oct 15, 2013 at 4:15 PM, Jon Chmura <jon.chmura at me.com> wrote:
> 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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>> http://public.kitware.com/cgi-bin/mailman/listinfo/ves
>>
>>
>>
>>
>> --
>> | Aashish Chaudhary
>> | R&D Engineer
>> | Kitware Inc.
>> | www.kitware.com
>>
>>
>>
>> --
>> | Aashish Chaudhary
>> | R&D Engineer
>> | Kitware Inc.
>> | www.kitware.com
>
>
>
>
> --
> | Aashish Chaudhary
> | R&D Engineer
> | Kitware Inc.
> | www.kitware.com
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