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

Bill Lorensen bill.lorensen at gmail.com
Fri Feb 5 16:09:51 EST 2016


They look old to me. I am interested in the OpenGL2 rendwering backend.

Perhaps an expert will comment.


On Fri, Feb 5, 2016 at 3:16 PM, Gerrick Bivins
<Gerrick.Bivins at halliburton.com> wrote:
> 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> 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> 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
>
>
>
> [2]
> https://github.com/pieper/CommonGL/blob/master/ShadedActor/Logic/vtkOpenGLShaderComputation.h
>
>
>
> [3]
> http://www.na-mic.org/Wiki/index.php/2016_Winter_Project_Week/Projects/CommonGL
>
>
>
> On Fri, Feb 5, 2016 at 11:10 AM, Bill Lorensen <bill.lorensen at gmail.com>
> wrote:
>
> Folks,
>
> Is there documentation on how to write glsl shaders for VTK?
>
> Bill
> --
> Unpaid intern in BillsBasement at noware dot com
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