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An Introduction to the OpenGL Shading Language Benj Lipchak Rob Simpson Bill Licea-Kane Fixed Functionality Pipeline Triangles/Lines/Points Transform Primitive Transform Primitive Primitive and Primitive Rasterizer Vertices


  1. An Introduction to the OpenGL Shading Language Benj Lipchak Rob Simpson Bill Licea-Kane Fixed Functionality Pipeline Triangles/Lines/Points Transform Primitive Transform Primitive Primitive and Primitive Rasterizer Vertices Processing and Assembly Rasterizer Processing Lighting Assembly Lighting API API Vertex Vertex Buffer Buffer Objects Objects Texture Color Texture Color Fog Environment Sum Fog Environment Sum Color Alpha Depth Color Alpha Depth Buffer Dither Frame Buffer Test Stencil Buffer Dither Frame Buffer Test Stencil Blend Blend 2 January 2008 An Introduction to the OpenGL Shading Language 1

  2. Program m able Shader Pipeline Triangles/Lines/Points Primitive Vertex Primitive Primitive Vertex Primitive Rasterizer Vertices Processing Shader Assembly Rasterizer Processing Shader Assembly API API Vertex Vertex Buffer Buffer Objects Objects Fragment Fragment Shader Shader Color Alpha Depth Color Buffer Dither Alpha Depth Frame Buffer Stencil Buffer Dither Test Frame Buffer Stencil Blend Test Blend 3 January 2008 An Introduction to the OpenGL Shading Language Program m er’s Model Attributes Attributes ( m * vec4) ( m * vec4) Vertex Uniforms Vertex Uniforms Vertex ( p * vec4) Vertex ( p * vec4) Shader Shader Primitive Primitive Assembly Assembly & Rasterize & Rasterize Varyings Varyings ( n * vec4) ( n * vec4) Fragment Uniforms Fragment Uniforms Fragment ( q * vec4) Fragment ( q * vec4) Shader Shader Per-Sample Per-Sample Operations Operations 4 January 2008 An Introduction to the OpenGL Shading Language 2

  3. Vertex Shader Environm ent Uniforms Textures Uniforms Textures Attribute 0 Varying 0 Attribute 0 Varying 0 Attribute 1 Varying 1 Attribute 1 Varying 1 Attribute 2 Varying 2 Attribute 2 Varying 2 Attribute 3 Varying 3 Attribute 3 Varying 3 Vertex Shader Vertex Shader Attribute 4 Varying 4 Attribute 4 Varying 4 Attribute 5 Varying 5 Attribute 5 Varying 5 … … … … Attribute m Varying n Attribute m Varying n Clip position Clip position Point size Point size Temporary Temporary variables variables 5 January 2008 An Introduction to the OpenGL Shading Language Fragm ent Shader Environm ent Uniforms Textures Uniforms Textures Varying 0 Varying 0 Varying 1 Varying 1 Varying 2 Varying 2 Fragment Color(s) Varying 3 Fragment Color(s) Varying 3 Varying 4 Varying 4 Fragment Shader Fragment Shader Varying 5 Varying 5 … Fragment Depth … Fragment Depth Varying n Varying n Window coord Window coord Front facing flag Front facing flag Point coord Point coord Temporary Temporary variables variables 6 January 2008 An Introduction to the OpenGL Shading Language 3

  4. Precursors to GLSL Texture combiners  EXT_texture_env_combine Vendor-specific assembly-like programmable shaders  EXT_vertex_shader  ATI_fragment_shader, ATI_text_fragment_shader  NV_* _program* Standardized low-level programmable shaders  ARB_vertex_program  ARB_fragment_program Not to be confused with GLSL extensions!  GL_VERTEX_SHADER  GL_FRAGMENT_SHADER 7 January 2008 An Introduction to the OpenGL Shading Language Hello W orld! void main(void) { // This is our Hello World vertex shader // Standard MVP transform gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } void main(void) { // This is our Hello World fragment shader // Set to a constant color (hint: look at it upside down) gl_FragColor = vec4(0.7734); } 8 January 2008 An Introduction to the OpenGL Shading Language 4

  5. Language Basics: variables types Scalar  void float int bool Vector  Floating point: vec2 vec3 vec4  Integer: ivec2 ivec3 ivec4  Boolean: bvec2 bvec3 bvec4 Matrix  mat2 mat3 mat4 == mat2x2 mat3x3 mat4x4  mat2x3 mat2x4 mat3x2 mat3x4 mat4x2 mat4x3 Containers  Structures: struct  Arrays: [] 9 January 2008 An Introduction to the OpenGL Shading Language Language Basics: storage qualifiers const  Local constants defined within shader uniform  Constant shader parameters that can be changed between draws  Do not change per-vertex or per-fragment attribute  Per-vertex values (position, normal, color, etc.) varying  Values output by the vertex shader, input by the fragment shader  Interpolated during rasterization 10 January 2008 An Introduction to the OpenGL Shading Language 5

  6. Language Basics: operators Grouping, function/ constructor () Array/ component indexing [] . Component/ member selection Unary ++ -- + - ! * / + - Binary < <= > >= == != Relational && ^^ || Logical ?: Ternary conditional Assignment = *= /= += -= , Sequence 11 January 2008 An Introduction to the OpenGL Shading Language Language Basics: constructors  Used to initialize a structure or built-in type – Built-in type initialization: vec3 myRGB = vec3(0.25, 0.5, 0.75); – Structure initialization: struct S { int a; float b; }; S s = S(2, 3.5);  Provide enough components of correct type vec2 myYZ = vec2(0.5, 0.75); vec4 myPos = vec4(0.25, myYZ, 1.0);  Also provides explicit type conversions – no casting in GLSL! – Only int to float implicit conversions are allowed float numTexels = countTexels(); if (!bool(numTexels)) discard; // non-zero value -> true 12 January 2008 An Introduction to the OpenGL Shading Language 6

  7. Vector com ponents vec2 v2 ; vec3 v3 ; vec4 v4 ; v2 .x / / is a float v2 .z / / w rong: undefined for type v4 .rgba / / is a vec4 v4 .stp / / is a vec3 v4 .b / / is a float v4 .xy / / is a vec2 v4 .xgp / / w rong: m ism atched com ponent sets 13 January 2008 An Introduction to the OpenGL Shading Language Language Basics: sw izzles  Components from { xyzw} , { rgba} , or { stpq}  Writemask or swizzle during assignment vec4 foo = vec4(1.0); foo.xyz = vec3(0.25, 0.5, 0.75); foo.wzyx = foo; // reverse the components  Swizzle or replicate components on right hand side foo = foo.wzyx; // another way to reverse components foo = foo.xxyy; // components reusable on right side v2 .yyyy // wrong: too many components for type  Use indexing for vector and matrix component selection mat4 myMatrix = mat4(1.0); foo.x = foo[2]; // same as foo.x = foo.z; foo = myMatrix[0]; // first column of matrix foo.x = myMatrix[0][0]; // first column, first row 14 January 2008 An Introduction to the OpenGL Shading Language 7

  8. Language Basics: flow control  for while do – Loops can have break , continue  if else  Function calls – Can have return  The above can all be nested!  Note: no unstructured jumps (a.k.a goto )  discard – Only available in fragment shaders – “Kills” the fragment, no further processing in the pipeline 15 January 2008 An Introduction to the OpenGL Shading Language Language Basics: VS built-in variables Inputs  attribute vec4 gl_Vertex  attribute vec3 gl_Normal  attribute vec4 gl_Color  attribute vec4 gl_SecondaryColor  attribute vec4 gl_MultiTexCoord n (0-7)  attribute float gl_FogCoord Outputs  vec4 gl_Position : m ust be w ritten!  float gl_PointSize  vec4 gl_ClipVertex  varying vec4 gl_FrontColor  varying vec4 gl_BackColor  varying vec4 gl_FrontSecondaryColor  varying vec4 gl_BackSecondaryColor  varying vec4 gl_TexCoord[ n ]  varying float gl_FogFragCoord 16 January 2008 An Introduction to the OpenGL Shading Language 8

  9. Language Basics: FS built- in variables Inputs  vec4 gl_FragCoord  bool gl_FrontFacing  varying vec4 gl_Color  varying vec4 gl_SecondaryColor  varying vec4 gl_TexCoord[ n ]  varying float gl_FogFragCoord  varying vec2 gl_PointCoord Outputs  vec4 gl_FragColor  vec4 gl_FragData[ n ]  float gl_FragDepth 17 January 2008 An Introduction to the OpenGL Shading Language Built-in variables Attributes & uniform s For ease of program m ing OpenGL state m apped to variables Som e special variables are required to be w ritten to, others are optional 18 January 2008 An Introduction to the OpenGL Shading Language 9

  10. Special built-ins Vertex shader vec4 gl_Position; // must be written vec4 gl_ClipPosition; // may be written float gl_PointSize; // may be written Fragment shader float gl_FragColor; // may be written float gl_FragDepth; // may be read/written vec4 gl_FragCoord; // may be read bool gl_FrontFacing; // may be read 19 January 2008 An Introduction to the OpenGL Shading Language Attributes Built-in attribute vec4 gl_Vertex; attribute vec3 gl_Normal; attribute vec4 gl_Color; attribute vec4 gl_SecondaryColor; attribute vec4 gl_MultiTexCoord n ; attribute float gl_FogCoord; User-defined attribute vec3 myTangent; attribute vec3 myBinormal; Etc… 20 January 2008 An Introduction to the OpenGL Shading Language 10

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