GLSL: Count of fragment shader 'out's - c

I am trying to write a class that handles glsl and automatically gathers the number of:
in(to vertex)/attributes
uniforms
out(from fragment)
I know how to get the count of the first 2 using openGL's api but I cannot find a method for the third. If there is a way using openGL, I would prefer to use that. Otherwise I'll use a grep-like method to scan the frag program and return the data.

I think you want glGetProgramInterfaceiv(). Something like this:
GLint numActiveOutputs = 0;
glGetProgramInterfaceiv(prog, GL_PROGRAM_OUTPUT​, GL_ACTIVE_RESOURCES​, &numActiveOutputs );

Related

Appending values to DataSet in Apache Flink

I am currently writing an (simple) analytisis code to sum time connected powerreadings. With the data being assumingly raw (e.g. disturbances from the measuring device have not been calculated out) I have to account for disturbances by calculation the mean of the first one thousand samples. The calculation of the mean itself is not a problem. I only am unsure of how to generate the appropriate DataSet.
For now it looks about like this:
DataSet<Tupel2<long,double>>Gyrotron_1=ECRH.includeFields('11000000000'); // obviously the line to declare the first gyrotron, continues for the next ten lines, assuming separattion of not occupied space
DataSet<Tupel2<long,double>>Gyrotron_2=ECRH.includeFields('10100000000');
DataSet<Tupel2<long,double>>Gyrotron_3=ECRH.includeFields('10010000000');
DataSet<Tupel2<long,double>>Gyrotron_4=ECRH.includeFields('10001000000');
DataSet<Tupel2<long,double>>Gyrotron_5=ECRH.includeFields('10000100000');
DataSet<Tupel2<long,double>>Gyrotron_6=ECRH.includeFields('10000010000');
DataSet<Tupel2<long,double>>Gyrotron_7=ECRH.includeFields('10000001000');
DataSet<Tupel2<long,double>>Gyrotron_8=ECRH.includeFields('10000000100');
DataSet<Tupel2<long,double>>Gyrotron_9=ECRH.includeFields('10000000010');
DataSet<Tupel2<long,double>>Gyrotron_10=ECRH.includeFields('10000000001');
for (int=1,i<=10;i++) {
DataSet<double> offset=Gyroton_'+i+'.groupBy(1).first(1000).sum()/1000;
}
It's the part in the for-loop I'm unsure of. Does anybody know if it is possible to append values to DataSets and if so how?
In case of doubt, I could always put the values into an array but I do not know if that is the wise thing to do.
This code will not work for many reasons. I'd recommend looking into the fundamentals of Java and the basic data structures and also in Flink.
It's really hard to understand what you actually try to achieve but this is the closest that I came up with
String[] codes = { "11000000000", ..., "10000000001" };
DataSet<Tuple2<Long, Double>> result = env.fromElements();
for (final String code : codes) {
DataSet<Tuple2<Long, Double>> codeResult = ECRH.includeFields(code)
.groupBy(1)
.first(1000)
.sum(0)
.map(sum -> new Tuple2<>(sum.f0, sum.f1 / 1000d));
result = codeResult.union(result);
}
result.print();
But please take the time and understand the basics before delving deeper. I also recommend to use an IDE like IntelliJ that would point to at least 6 issues in your code.

Using PyMEL to set the "Alpha to Use" attribute in an object of class psdFileTex

I am using Maya to do some procedural work, and I have a lot of textures that I need to load into Maya, and they all have transparencies (alpha channels). I would very much like to be able to automate this process. Using PyMEL, I can create my textures and hook them up to a shader, but the alpha doesn't set properly by default. There is an attribute in the psdFileTex node called "Alpha to Use", and it must be set to "Transparency" in order for my alpha channel to work. My question is this - how do I use PyMEL scripting to set the "Alpha to Use" attribute properly?
Here is the code I am using to set up my textures:
import pymel.core as pm
pm.shadingNode('lambert', asShader=True, name='myShader1')
pm.sets(renderable=True, noSurfaceShader=True, empty=True, name='myShader1SG')
pm.connectAttr('myShader1.outColor', 'myShader1SG.surfaceShader', f=True)
pm.shadingNode('psdFileTex', asTexture=True, name='myShader1PSD')
pm.connectAttr('myShader1PSD.outColor', 'myShader1.color')
pm.connectAttr('myShader1PSD.outTransparency', 'myShader1.transparency')
pm.setAttr('myShader1ColorPSD.fileTextureName', '<pathway>/myShader1_texture.psd', type='string')
If anyone can help me, I would really appreciate it.
Thanks
With any node, you can use listAttr() to get the available editable attributes. Run listAttr('myShaderPSD'), note in it's output, there will be two attributes called 'alpha' and 'alphaList'. Alpha, will return you the current selected alpha channel. AlphaList will return you however many alpha channels you have in your psd.
Example
pm.PyNode('myShader1PSD').alphaList.get()
# Result: [u'Alpha 1', u'Alpha 2'] #
If you know you'll only ever be using just the one alpha, or the first alpha channel, you can simply do this.
psdShader = pm.PyNode('myShader1PSD')
alphaList = psdShader.alphaList.get()
if (len(alphaList) > 0):
psdShader.alpha.set(alphaList[0])
else:
// No alpha channel
pass
Remember that lists start iterating from 0, so our first alpha channel will be located at position 0.
Additionally and unrelated, while you're still using derivative commands of the maya.core converted for Pymel, there's still some commands you can use to help make your code read nicer.
pm.setAttr('myShader1ColorPSD.fileTextureName', '<pathway>/myShader1_texture.psd', type='string')
We can convert this to pymel like so:
pm.PyNode('myShader1ColorPSD').fileTextureName.set('<pathway>/myShader1_texture.psd')
And:
pm.connectAttr('myShader1PSD.outColor', 'myShader1.color')
Can be converted to:
pm.connect('myShader1PSD.outColor', 'myShader1.color')
While they may only be small changes, it reads just the little bit nicer, and it's native PyMel.
Anyway, I hope I have helped you!

DirectX9 Use Geometry Instancing for a Mesh with multiple materials

I am trying to have a flexible Geometry Instancing code able to handle meshes with multiple materials. For a mesh with one material everything is fine. I manage to render as many instances as I want with a single draw call.
Things get a bit more complicated with multiple materials. My mesh comes from an .x file. It has one vertex buffer, one index buffer but several materials. The indexes to render for each subset (materials) is stored in an attribute array.
Here is the code I use:
d3ddev->SetVertexDeclaration( m_vertexDeclaration );
d3ddev->SetIndices( m_indexBuffer );
d3ddev->SetStreamSourceFreq(0, (D3DSTREAMSOURCE_INDEXEDDATA | m_numInstancesToDraw ));
d3ddev->SetStreamSource(0, m_vertexBuffer, 0, D3DXGetDeclVertexSize( m_geometryElements, 0 ) );
d3ddev->SetStreamSourceFreq(1, (D3DSTREAMSOURCE_INSTANCEDATA | 1ul));
d3ddev->SetStreamSource(1, m_instanceBuffer, 0, D3DXGetDeclVertexSize( m_instanceElements, 1 ) );
m_effect->Begin(NULL, NULL); // begin using the effect
m_effect->BeginPass(0); // begin the pass
for( DWORD i = 0; i < m_numMaterials; ++i ) // loop through each subset.
{
d3ddev->SetMaterial(&m_materials[i]); // set the material for the subset
if(m_textures[i] != NULL)
{
d3ddev->SetTexture( 0, m_textures[i] );
}
d3ddev->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST, // Type
0, // BaseVertexIndex
m_attributes[i].VertexStart, // MinIndex
m_attributes[i].VertexCount, // NumVertices
m_attributes[i].FaceStart * 3, // StartIndex
m_attributes[i].FaceCount // PrimitiveCount
);
}
m_effect->EndPass();
m_effect->End();
d3ddev->SetStreamSourceFreq(0,1);
d3ddev->SetStreamSourceFreq(1,1);
This code will work for the first material only. When I say the first I meant the one at index 0 because if I start my loop with the second material, it will not be rendered. However, by debugging the vertex buffer in PIX, I can see all my materials being processed properly. So something happens after the vertex shader.
Another weird issue, all my materials will be rendered if I set my stream source containing the instance data to be a vertex size of zero.
So Instead of this:
d3ddev->SetStreamSource(1, m_instanceBuffer, 0, D3DXGetDeclVertexSize( m_instanceElements, 1 ) );
I replace it by:
d3ddev->SetStreamSource(1, m_instanceBuffer, 0, 0 );
But of course, with this code, all my instances are rendered at the same position since I reuse the same instance data over and over again.
And last point, everything works fine if I create my device with D3DCREATE_SOFTWARE_VERTEXPROCESSING. Only Hardware has the issue but unfortunately DirectX does not report any problem in debug mode.
See the Shader Model 3 docs
If you are implementing shaders in hardware, you may not use vs_3_0 or ps_3_0 with any other shader versions, and you may not use either shader type with the fixed function pipeline. These changes make it possible to simplify drivers and the runtime. The only exception is that software-only vs_3_0 shaders may be used with any pixel shader version.
I had the same problem and in my case, the problem was with pool for instancing mesh. I originally had this mesh in SYSTEM_MEMORY, but the instanced mesh in POOL_DEFAULT. When I changed instancing mesh to sit in a default mem, everything worked as desired.
Hope it helps.

Create widget array using Qt Designer?

In Qt Designer I'm creating multiple labels (for instance):
my_label1
my_label2
my_label3
...
my_label n
Then if I want to hide them I do this:
ui->my_label1->hide();
ui->my_label2->hide();
ui->my_label3->hide();
...
ui->my_labeln->hide();
However I would like to define the labels like
my_label[n]
So then I would be able to do this:
for(i=0;i<n;i++)
{
ui->my_label[n]->hide();
}
I read that I can define the widget like:
QLabel* my_label[5];
but is there any way to do the same from Qt Designer?
Thanks in advance!
Finally I decided to do direct assignment:
QLabel* my_label_array[5];
my_label_array[0] = ui->my_label1;
my_label_array[1] = ui->my_label2;
my_label_array[2] = ui->my_label3;
my_label_array[3] = ui->my_label4;
my_label_array[4] = ui->my_label5;
Then I can do for instance:
for(idx=0;idx<6;idx++) my_label_array[idx]->show();
for(idx=0;idx<6;idx++) my_label_array[idx]->hide();
for(idx=0;idx<6;idx++) my_label_array[idx]->setEnabled(1);
for(idx=0;idx<6;idx++) my_label_array[idx]->setDisabled(1);
etc...
Then I was able to perform iterations. I believe is not the cleanest way to do it but given my basic knowledge of Qt is ok for me.
Thank you very much for your answers and your support! This is a great site with great people.
Instead of creating an explicit array, you may be able to name your widgets using a particular scheme and then use QObject::findChildren() on the parent widget to get a list of the widgets you are after.
If you only want to hide widgets, you can put all the widgets you want to hide in an invisible QFrame (set frameShape to NoFrame) and hide them all by calling setVisible(false) on the QFrame. This may cause some unwanted side effects with layouts so you may have to tweak some size policy settings.
In case you are wanting to hide controls so that you can simulate a wizard type UI, you may want to check into QStackedWidget.
I have another dirty workaround for this:
in header file
// .hpp
class UiBlabla : public QWidget {
...
QLabel** labels;
};
in source file
// constructor
ui->setupUi(this);
labels = new QLabel*[10]{ui->label_0, ui->label_1, ui->label_2, ui->label_3,
ui->label_4, ui->label_5, ui->label_6,
ui->label_7, ui->label_8, ui->label_9};
I haven't seen anything in QtDesigner to do that, but there are a couple of relatively easy ways to get that behavior.
1) Simply store the my_labelx pointers (from QtDesigner) in an array (or better, a QVector):
QVector<QLabel*> my_labels;
my_labels.push_back(ui->my_label1);
my_labels.push_back(ui->my_label2);
Then you can iterate through the QVector.
for(int i=0; i < my_labels.size(); ++i) {
my_labels[i]-> hide();
}
// or with QFOREACH
foreach(QLabel* label, my_labels)
label->hide();
There is a little setup needed in terms of adding all the labels to the QVector, but on the plus side you only do that once.
2) Depending on the layout of your gui, you could have all your labels be children of a container object and iterate through the children

Byte Array copy in Jsp

I am trying to append 2 images (as byte[] ) in GoogleAppEngine Java and then ask HttpResponseServlet to display it.
However, it does not seem like the second image is being appended.
Is there anything wrong with the snippet below?
...
resp.setContentType("image/jpeg");
byte[] allimages = new byte[1000000]; //1000kB in size
int destPos = 0;
for(Blob savedChart : savedCharts) {
byte[] imageData = savedChart.getBytes(); //imageData is 150k in size
System.arraycopy(imageData, 0, allimages, destPos, imageData.length);
destPos += imageData.length;
}
resp.getOutputStream().write(allimages);
return;
Regards
I would expect the browser/client to issue 2 separate requests for these images, and the servlet would supply each in turn.
You can't just concatenate images together (like most other data structures). What about headers etc.? At the moment you're providing 2 jpegs butted aainst one another and a browser won't handle that at all.
If you really require 2 images together, you're going to need some image processing library to do this for you (or perhaps, as noted, AWT). Check out the ImageIO library.
Seem that you have completely wrong concept about image file format and how they works in HTML.
In short, the arrays are copied very well without problem. But it is not the way how image works.
You will need to do AWT to combine images in Java

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