[vtk-developers] [EXTERNAL] Re: VTK OpenGL2 Shaders

Gerrick Bivins Gerrick.Bivins at halliburton.com
Fri Feb 5 15:16:48 EST 2016


So are these not valid anymore?
http://www.vtk.org/Wiki/Shader_In_VTK
http://www.vtk.org/Wiki/images/3/39/Vtk_shaders_tudelft_tut.pdf

Or am I misunderstanding the question?
Gerrick

From: vtk-developers [mailto:vtk-developers-bounces at vtk.org] On Behalf Of Ken Martin
Sent: Friday, February 05, 2016 12:21 PM
To: Aashish Chaudhary
Cc: VTK Developers; Steve Pieper
Subject: [EXTERNAL] Re: [vtk-developers] VTK OpenGL2 Shaders


Here is some info from an old email on customizing the polydatamapper shaders. The PointGaussianMapper also supports custom shaders and there is an example of that in Rendering/OpenGL2/Testing/Cxx/TestPointGaussianMapperOpacity.cxx

Thanks

Ken



2)      CUSTOM SHADERS - Added support for customizing the default PolyDataMapper shaders. You can now modify or completely replace the default VTK shadersusing methods such as



AddShaderReplacement: replaces a strings in the current shader
SetVertexShaderCode: replaces the default shader template with your own

AddObserver(vtkCommand::UpdateShaderEvent,...)



These methods (and similar others) give you a great degree on control of the VTK PolyData shaders. There are examples/tests in Rendering/OpenGL2/Testing/Cxx/TestUserShader.cxx and TestUserShader2.cxx.  Through the UpdateShaderEvent you can modify the default VTK uniforms or your own uniforms as desired. There is currently not a general purpose easy API for binding your own data arrays to attributes but we may add one at some point in the future. Currently VTK will send down the default attributes for you to use in your shader (position, normal, tcoords, colors, etc)



On Fri, Feb 5, 2016 at 12:11 PM, Aashish Chaudhary <aashish.chaudhary at kitware.com<mailto:aashish.chaudhary at kitware.com>> wrote:
Not to my knowledge. Although we talked about it at-least having an API so that folks can replace the shader or ember new shader code to the existing one. Also, having some common convention would be nice.

Thanks,




On Fri, Feb 5, 2016 at 11:31 AM, Steve Pieper <pieper at isomics.com<mailto:pieper at isomics.com>> wrote:
Hi Bill -

Great question - I'm looking forward to hear what folks have been doing in this respect.

For me, I have two classes I have been testing with Slicer - one that manages 3D textures and one that implements shaders [1,2].  We worked on it at project week [3] and I'm liking how it works.

-Steve

[1] https://github.com/pieper/CommonGL/blob/master/ShadedActor/Logic/vtkOpenGLTextureImage.h<https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_pieper_CommonGL_blob_master_ShadedActor_Logic_vtkOpenGLTextureImage.h&d=CwMFaQ&c=PskvixtEUDK7wuWU-tIg6oKuGYBRbrMXk2FZvF0UfTo&r=dYPoPShFc1EqLn33Mo4Py4WqeXt1iYFFH8LtrXQrL0g&m=XoFNZ9OxJwMjdGGPJ5fjbJWBncB9E_q-Rw9Vhuk3Tcc&s=JLVNzBHTy2yDiWAhQ0jnM62_2X-JALDcuHvl4RY9ZpY&e=>

[2] https://github.com/pieper/CommonGL/blob/master/ShadedActor/Logic/vtkOpenGLShaderComputation.h<https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_pieper_CommonGL_blob_master_ShadedActor_Logic_vtkOpenGLShaderComputation.h&d=CwMFaQ&c=PskvixtEUDK7wuWU-tIg6oKuGYBRbrMXk2FZvF0UfTo&r=dYPoPShFc1EqLn33Mo4Py4WqeXt1iYFFH8LtrXQrL0g&m=XoFNZ9OxJwMjdGGPJ5fjbJWBncB9E_q-Rw9Vhuk3Tcc&s=Upj6sEV1BITP7GV9N2UGJNJM64zB3ZL_YaisWo-g7-0&e=>

[3] http://www.na-mic.org/Wiki/index.php/2016_Winter_Project_Week/Projects/CommonGL<https://urldefense.proofpoint.com/v2/url?u=http-3A__www.na-2Dmic.org_Wiki_index.php_2016-5FWinter-5FProject-5FWeek_Projects_CommonGL&d=CwMFaQ&c=PskvixtEUDK7wuWU-tIg6oKuGYBRbrMXk2FZvF0UfTo&r=dYPoPShFc1EqLn33Mo4Py4WqeXt1iYFFH8LtrXQrL0g&m=XoFNZ9OxJwMjdGGPJ5fjbJWBncB9E_q-Rw9Vhuk3Tcc&s=-oFwTMNXYMuPGDDU4QWUesSB464T4cUMyOE2_7fiYTk&e=>

On Fri, Feb 5, 2016 at 11:10 AM, Bill Lorensen <bill.lorensen at gmail.com<mailto:bill.lorensen at gmail.com>> wrote:
Folks,

Is there documentation on how to write glsl shaders for VTK?

Bill
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| Aashish Chaudhary
| Technical Leader
| Kitware Inc.
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