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

Ken Martin ken.martin at kitware.com
Wed Feb 17 15:19:28 EST 2016


I took a quick stab at updating the first wiki link.

Thanks!
Ken

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
> <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
> <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>
> 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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> *| Aashish Chaudhary | Technical Leader          | Kitware Inc.
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>
> Ken Martin PhD
>
> Chairman & CFO
> Kitware Inc.
> 28 Corporate Drive
> Clifton Park NY 12065
> 518 371 3971
>
>
>
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-- 
Ken Martin PhD
Chairman & CFO
Kitware Inc.
28 Corporate Drive
Clifton Park NY 12065
518 371 3971

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