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Programmable Shaders

Programmable Shaders. Graphics programmable functions pipeline. Introduction. In this past few years, graphics processors have changed dramatically. Former rendering was used fixed process box of pipeline The rendering is now not fixed, it contained vertex shader and fragment shader.

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Programmable Shaders

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  1. Programmable Shaders Graphics programmable functions pipeline suriyong L.

  2. Introduction • In this past few years, graphics processors have changed dramatically. • Former rendering was used fixed process box of pipeline • The rendering is now not fixed, it contained vertex shader and fragment shader. • In recently year OpenGL pipeline was supported by most hardware suriyong L.

  3. OpenGL fixed function pipelines • Conventional OpenGL pipeline • The state can be changed by user Object Coordinates Clip Coordinates Normalized device Coordinates Window Coordinates Clipping and primitive assembly Vertex processor Rasterizer Fragment processor Pixels Vertices suriyong L.

  4. Programmable function pipeline • Use OpenGL Shading Language (GLSL) • C like language for shading object • It’s divided into 2 shaders • Vertex shader: deal with vertices and it’s attribute • Fragment shader (Pixel shader) deal with pixel or object fragment suriyong L.

  5. Programmable function pipeline suriyong L.

  6. Vertex and fragment processor process suriyong L.

  7. Vertex processor • Input • Vertices • Vertex attributes eg. • normal, color, texture etc., lighting, materials • Passed through via internal variable eg. gl_Vertex • Processing • Convert from WCS to ECS • Mostly use gl_ProjectionModelViewMatrix*gl_Vertex • Output • Position or object in ECS through gl_Position suriyong L.

  8. Fragment Processor • Input • vectors and position from vertex processor • Pass through via gl_Position etc. • Process • Create color fragment of object • Output • Object fragmented color • Pass through gl_FragColor etc. suriyong L.

  9. Simple complete shader programs /* pass through vertex shader */ void main(void) { gl_Position = gl_ProjectionMatrix*gl_ModelViewMatrix*gl_Vertex; } // pass through fragment shader void main() { gl_FragColor = gl_FrontColor; } suriyong L.

  10. Setting a project • There are 2 parts needed • OpenGL API • GLSL suriyong L.

  11. OpenGL API • Create program as usual • But needto interface to OpenGL Extension (OpenGL > 2.0) • Required header glew.h in OpenGL API • #include <gl/glew.h> // above glut.h • #include <gl/glut.h> //standard OpenGL header • Inclusion files • OpenGL Extension Wrangler (GLEW) • include file - glew.h • lib file – glew.lib • dll file – glew.dll • Each file should be placed in its standard location like glut suriyong L.

  12. OpenGL API con. • First init the glew glewInit(); • Check for the OpenGL Extension Version • Set Shaders • vertex shader, fragment shader, program • compile • link to program • Set to current pipeline • glUseProgram(program) suriyong L.

  13. Linking with GLSL functions process diagram Note: I create a class called shader “shader.cpp” and “shader.h” for this utility suriyong L.

  14. GLSL part • Create vertex and fragment source code by text editor • They are C-like program suriyong L.

  15. GLSL fundamental suriyong L.

  16. Data types and qualifiers • Standard c data type eg. int, float, unsigned. etc • No double, pointer • Extension data type • vec2, vec3, vec4 // floating point vector • ivec2, ivec3, ivec4 //interger vector • mat2, mat3, mat4 // floating point only • sampler // texture representation • Qualifiers • A keyword that set the variable duty • uniform : variable not change in shader but modified in OpenGL side • varying : variable can change in both shaders • in : that argument is an input argument • out, inoutetc. suriyong L.

  17. Swizzling property • Sometime the structure type is used in a different meaning eg. vec4 pos; //as location,its members are x,y,z and w • If it is used in the color meaning vec4 color; //as color, its members can be r,g,b and a • Both of them must have a known member type • Another meaning of swizzle • Its member can reorder or able to access multiple members at a time eg. vec4 pos; // 4 members vector pos.x // member x pos.xy// member x and y return vec2 type pos.wzyx // member with reverse order pos.xxyy // member with only 2 repeat components • But this cannot !!! pos.ryz // the compoent is not in the same group suriyong L.

  18. Built – in variable, qualifier, and data type • New data type • vec2, vec3, vec4 • mat • Built in qualifier • attribute, uniform, varying • Built in variables • need not to be declared in shader • begin with “gl_” • gl_Vertex, gl_FrontColor suriyong L.

  19. Attribute qualifier • Used in vertex shader • Variable can change at most once per vertex shader • The built-in variable • gl_Vertex, gl_FrontColor are attribute qulifier variable • Only floating point types can be attribute qualified. • attribute float temperature; • attribute vec3 velocity; suriyong L.

  20. Uniform qualifier • Set the variable value uniform entire the primitive • The value is assigned outside the scope of glBegin() and glEnd(); • Its mechanism is proviede for sharing data among OpenGL API and shaders. suriyong L.

  21. Passing value OpenGLGLSL • Via uniform variable • Step in OpenGL API • Get variable position use glGetUniformLocation intLoc = glGetUniformLocation(“name”); “name” : variable name string • Set variable value use glUniformeg. for vector variable glUniform3f(Loc, 1, 2, 3); • Read the variable value via glGetUniform glGetUniformfv(program, location, variable_string); ex. glGetUniformfv(brick, Loc, “brickval”); // read a GLSL variable name brickval suriyong L.

  22. Varying qualifier • Role the providing data conveyed from vertex shader to fragment shader • The variable are defined on per vertex basis • gl_FrontColor suriyong L.

  23. Fragment Shader • The same syntax as vertex programs but execute after rasterizer. • operate on each fragment • A minimal fragment shader program /* simple fragment program */ void main() { gl_FragColor = gl_FrontColor; } • The difference of gl_FrontColor have been produced by interpolating the vertex value suriyong L.

  24. GLSL lacks of pointer • a mechanism known as call by value-return is used • parameter need in, out , inout qualifier • variable like array cannot directly transfer suriyong L.

  25. Operator • use operator overloading like for some quantity eg. mat4 a; vec4 b, c, d; c = b*a; // make sense but result is row vector d = a*b; // make sense but result is column vector • This operator type called swizzling operator suriyong L.

  26. Built-in variable • prefixed with “gl_” eg. gl_Vertex, … • cannot use as an identifier • Importance: • gl_Vertex // vertices from OpenGL • gl_ProjectionModelViewMatrix // transform matrix • gl_Position // out put from vertex shader • gl_FragColor // output from fragment shader suriyong L.

  27. Built-in function • Importance ftransform() ; // a generally OpenGL transform abs(); // return and absolute value • etc. suriyong L.

  28. Program examples suriyong L.

  29. Point Light Phong shading //vertex shader void main (void) { vec3 transformedNormal; float alphaFade = 1.0; // Eye-coordinate position of vertex, needed in various calculations vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); transformedNormal = normalize(gl_NormalMatrix * gl_Normal); flight(transformedNormal, ecPosition, alphaFade); } void flight(in vec3 normal, in vec4 ecPosition, float alphaFade) { vec3 ecPosition3 = (vec3 (ecPosition)) / ecPosition.w; vec3 eye = vec3 (0.0, 0.0, 1.0); vec4 Ambient = vec4 (0.0); vec4 Diffuse = vec4 (0.0); vec4 Specular = vec4 (0.0); pointLight(normal, eye, ecPosition3, Ambient, Diffuse, Specular); vec4 color = gl_FrontLightModelProduct.sceneColor+ Ambient*gl_FrontMaterial.ambient + Diffuse * gl_FrontMaterial.diffuse; color += Specular * gl_FrontMaterial.specular; color = clamp( color, 0.0, 1.0 ); gl_FrontColor= color; gl_FrontColor.a*= alphaFade; } suriyong L.

  30. void pointLight(in vec3 normal, in vec3 eye, in vec3 ecPosition3, inout vec4 ambient, inout vec4 diffuse, inoutvec4 specular) { vec3 VP = normalize(vec3(gl_LightSource[0].position) - ecPosition3); // incidence vec float d = length(VP); // its distance float attenuation = 1.0/(gl_LightSource[0].constantAttenuation+ gl_LightSource[0].linearAttenuation*d + gl_LightSource[0].quadraticAttenuation*d*d); vec3 halfVector = normalize(VP + eye); float nDotVP = max(0.0, dot(normal, VP)); float nDotHV = max(0.0, dot(normal, halfVector)); float pf = (nDotVP==0.0)? 0.0:pow(nDotHV, glFrontMaterial.shininess; ambient += gl_LightSource[i].ambient * attenuation; diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation; specular += gl_LightSource[i].specular * pf * attenuation; } // Fragment shader void main() { vec4 color; color = gl_Color; gl_FragColor = color; } suriyong L.

  31. // Opengl Main program #include <stdlib.h> #include <GL/glew.h> #include <GL/glut.h> #include "shader.h“ intmain(intargc, char **argv) { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(window_width, window_height); glutInitWindowPosition(500,100); glutCreateWindow("Hardware Shader sphere demo"); intgl_major, gl_minor; glewInit(); getGlVersion(&gl_major, &gl_minor); printf("GL_VERSION %d.%d\n", gl_major, gl_minor); if (gl_major < 2) { printf("Require OpenGL 2.0 or greater...exiting\n"); exit(1); } phong = Shader("phongPoint"); glEnable(GL_DEPTH_TEST); /* Enable hidden--surface--removal */ glShadeModel(GL_SMOOTH); /*enable smooth shading */ glEnable(GL_DEPTH_TEST); /* enable z buffer */ glClearColor (0.0, 0.0, 0.0, 0.0);glColor3f (1.0, 0.0, 0.0); gluPerspective(45, window_width/window_height, 2, 9);glutReshapeFunc(myReshape); glutDisplayFunc(display);glutIdleFunc(idle); glutMainLoop(); return 0; } suriyong L.

  32. float window_width = 300, window_height = 300, viewer[] ={0,0,5}, theta = 0.0; Shader phong; void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW);glLoadIdentity(); gluLookAt(viewer[0],viewer[1],viewer[2], 0,0,0, 0,1,0); glUseProgram(phong.programObject); glRotatef(theta, 0,0,1); glutSolidSphere(1.0,20, 20); glFlush(); glutSwapBuffers(); } void myReshape(int w, int h) { glViewport(0, 0, w, h);window_width = w; window_height = h; glMatrixMode(GL_PROJECTION);glLoadIdentity(); gluPerspective(45, window_width/window_height, 2, 9); glutPostRedisplay(); } void idle() { theta += 0.01; glutPostRedisplay(); } void getGlVersion( int *major, int *minor ){ const char* verstr = (const char*)glGetString( GL_VERSION ); if((verstr == NULL) || (sscanf( verstr, "%d.%d", major, minor ) != 2) ) { *major = *minor = 0; fprintf( stderr, "Invalid GL_VERSION format!!!\n" ); } } suriyong L.

  33. References • LightHouse3D, GLSL tutorial • Edward Angle, Interactive Computer Graphics, a Topdown approach using OpenGL 4th edition, Addison Wesley. • OpenGL.org, GLSL 2.1 spec. • OpenGL the orange book suriyong L.

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