[vtkusers] Separating actors for different render passes

Ken Martin ken.martin at kitware.com
Sun Jul 9 21:03:01 EDT 2017


On Sun, Jul 9, 2017 at 4:33 PM, Milef, Nicholas Boris <milefn at rpi.edu>
wrote:

> Thanks Ken! This is just what I was looking for. A couple of followup
> questions:
>
> 1. Is it possible to have an actor with different shaders for different
> passes?
>

The passes can modify a mapper's shader but a mapper does not store shaders
per pass.


> Or would we need to use separate actors/mappers since each mapper only has
> one shader? Recompiling shaders on the fly isn't an option for us.
>

VTK caches and shares shaders between mappers so once a given shader
program has been used once it will be not recompiled for the duration of
the run.


> 2. Is it possible to replace the default vtkDefaultPass for the
> vtkRenderer with a different subclass of vtkDefaultPass or at least disable
> the default vtkDefaultPass? I couldn't find any API commands that would
> allow me to do this without subclassing the vtkRenderer, but I could've
> missed something.
>

When you specify a render pass on the renderer, whatever render pass you
specify takes full control of the render process and the default process is
skipped.

Thanks
Ken



> ------------------------------
> *From:* Ken Martin [ken.martin at kitware.com]
> *Sent:* Thursday, July 06, 2017 4:18 PM
> *To:* Milef, Nicholas Boris
> *Cc:* vtkusers at vtk.org
> *Subject:* Re: [vtkusers] Separating actors for different render passes
>
> With the render passes you can setup as many passes as you want in
> whatever order you want. This shows an example where the render process is
> all driven by passes.
>
> https://gitlab.kitware.com/vtk/vtk/blob/master/Rendering/Ope
> nGL2/Testing/Cxx/TestSobelGradientMagnitudePass.cxx
>
> As an example for shadow maps when needed we use nested opaque passes to
> render the scene from the view of the light sources which we then use in
> another opaque pass to compute lighting from the view of the camera.
>
> Render passes also have hooks that mappers call so that passes can modify
> the mapper shader code etc while executing.
>
> Passes can also use information properties on actors to filter them in
> other passes.  For example an outer render pass can add information on
> actors that causes some of them to not be rendered (or to be rendered
> differently) by other passes ala
>
> // ------------------------------------------------------------
> ----------------
> // Description:
> // Opaque pass with key checking.
> // \pre s_exists: s!=0
> void vtkDefaultPass::RenderFilteredOpaqueGeometry(const vtkRenderState *s)
> {
>   assert("pre: s_exists" && s!=0);
>
>   int c=s->GetPropArrayCount();
>   int i=0;
>   while(i<c)
>   {
>     vtkProp *p=s->GetPropArray()[i];
>     if(p->HasKeys(s->GetRequiredKeys()))
>     {
>       int rendered=
>         p->RenderFilteredOpaqueGeometry(s->GetRenderer(),s->GetRequi
> redKeys());
>       this->NumberOfRenderedProps+=rendered;
>     }
>     ++i;
>   }
> }
>
>
>
>
> On Thu, Jul 6, 2017 at 3:30 PM, Milef, Nicholas Boris <milefn at rpi.edu>
> wrote:
>
>> Is there currently a way to separate actors into custom render passes? If
>> I'm not mistaken, opaque objects currently get rendered before translucent
>> objects, but is there a way to add additional geometry passes (or before
>> opaque geometry, or between translucent and opaque geometry, etc.)?
>>
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>
>
> --
> Ken Martin PhD
> Distinguished Engineer
> Kitware Inc.
> 28 Corporate Drive
> Clifton Park NY 12065
>
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-- 
Ken Martin PhD
Distinguished Engineer
Kitware Inc.
28 Corporate Drive
Clifton Park NY 12065

This communication, including all attachments, contains confidential and
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