VTK/ProgrammableMultiVolumeRendering: Difference between revisions
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|in_volume_bias ||vec4[n] || None || Offset to apply to the sampled scalar value of each input volume | |in_volume_bias ||vec4[n] || None || Offset to apply to the sampled scalar value of each input volume | ||
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|in_noOfComponents ||int || None || In the single input volume case, it is possible to feed the mapper with a volume that has multiple components per voxel. This variable contains the number of components. | |||
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|in_independentComponents || int || None || When a single volume contains multiple components: whether we should treat components as independent. This affects, amongst other things, if a single gradient is computed for all components (dependent) or if one gradient is computed for each component (independent). | |||
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Revision as of 21:33, 7 October 2018
! Page under construction !
The goal of this page is to document the shader replacement functionality available in vtkGPUVolumeRaycastMapper starting with version (9?) of VTK.
Global variables
Variables prefixed with "g_"
Name | Type | Space | Description |
---|---|---|---|
g_dataPos | vec3 | Normalized volume | Current ray integration position in texture space (first volume?), recomputed at every iteration along the ray |
g_fragColor | vec4 | None | Variable where color is accumulated along the ray |
g_srcColor | vec4 | None | Result of the color computation at g_dataPos (current position). |
g_exit | bool | None | Terminate ray integration. |
g_skip | bool | None | Skip computation of current iteration step if true |
Interpolated variables
Variables prefixed with "ip_". These variables contains values computed in the vertex shader stage and interpolated for each fragment.
Name | Type | Space | Description |
---|---|---|---|
ip_textureCoords | vec3 | Normalized volume | Interpolated texture coord |
ip_vertexPos | vec3 | ? | Interpolated vertex position at current fragment |
Uniform variables
Variables prefixed with "in_". The value of these variables is set from the c++ code by the mapper. It is now possible for users to define custom uniform variables by using the class vtkOpenGLUniforms. The vtkOpenGLGPURaycastMapper class contains one instance of this class for each type of shader. The objects can be accessed with vtkOpenGLGPURaycastMapper::GetFragmentCustomUniforms and vtkOpenGLGPURaycastMapper::GetVertexCustomUniforms functions. They allow to define uniform variable of any GLSL type and set their values at any moment. These variables can then be used in custom shader code.
Name | Type | Space | Description |
---|---|---|---|
in_volume | sampler3D[n] | None | One sampler for each of the input volumes (n). Allows to sample the 3D texture that contains the volume |
in_volume_scale | vec4[n] | None | Scale to apply to the sampled scalar value of each input volume |
in_volume_bias | vec4[n] | None | Offset to apply to the sampled scalar value of each input volume |
in_noOfComponents | int | None | In the single input volume case, it is possible to feed the mapper with a volume that has multiple components per voxel. This variable contains the number of components. |
in_independentComponents | int | None | When a single volume contains multiple components: whether we should treat components as independent. This affects, amongst other things, if a single gradient is computed for all components (dependent) or if one gradient is computed for each component (independent). |