CS 480/680 Fall 2011 Dr. Frederick C Harris, Jr. Computer Graphics

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Presentation transcript:

CS 480/680 Fall 2011 Dr. Frederick C Harris, Jr. Computer Graphics Programming with Open GL Part 3: Programming with Shaders Dr. Frederick C Harris, Jr.

Objectives Simple Shaders Programming shaders with GLSL Vertex shader Fragment shaders Programming shaders with GLSL Finish first program

Vertex Shader Applications Moving vertices Morphing Wave motion Fractals Lighting More realistic models Cartoon shaders

Fragment Shader Applications Per fragment lighting calculations per vertex lighting per fragment lighting

Fragment Shader Applications Texture mapping smooth shading environment mapping bump mapping

Writing Shaders First programmable shaders were programmed in an assembly-like manner OpenGL extensions added for vertex and fragment shaders Cg (C for graphics) C-like language for programming shaders Works with both OpenGL and DirectX Interface to OpenGL complex OpenGL Shading Language (GLSL)

GLSL OpenGL Shading Language Part of OpenGL 2.0 and up High level C-like language New data types Matrices Vectors Samplers As of OpenGL 3.1, application must provide shaders

Simple Vertex Shader in vec4 vPosition; void main(void) { gl_Position = vPosition; } input from application must link to variable in application built in variable

Execution Model Vertex data Shader Program GPU Vertex Shader Primitive Assembly Application Program glDrawArrays Vertex

Simple Fragment Program void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }

Execution Model Application Shader Program Fragment Shader Frame Buffer Rasterizer Fragment Fragment Color

Data Types C types: int, float, bool Vectors: float vec2, vec3, vec4 Also int (ivec) and boolean (bvec) Matrices: mat2, mat3, mat4 Stored by columns Standard referencing m[row][column] C++ style constructors vec3 a =vec3(1.0, 2.0, 3.0) vec2 b = vec2(a)

Pointers There are no pointers in GLSL We can use C structs which can be copied back from functions Because matrices and vectors are basic types they can be passed into and output from GLSL functions, e.g. mat3 func(mat3 a)

Qualifiers GLSL has many of the same qualifiers such as const as C/C++ Need others due to the nature of the execution model Variables can change Once per primitive Once per vertex Once per fragment At any time in the application Vertex attributes are interpolated by the rasterizer into fragment attributes

Attribute Qualifier Attribute-qualified variables can change at most once per vertex There are a few built in variables such as gl_Position but most have been deprecated User defined (in application program) Use in qualifier to get to shader in float temperature in vec3 velocity

Uniform Qualified Variables that are constant for an entire primitive Can be changed in application and sent to shaders Cannot be changed in shader Used to pass information to shader such as the bounding box of a primitive

Varying Qualified Variables that are passed from vertex shader to fragment shader Automatically interpolated by the rasterizer Old style used the varying qualifier varying vec4 color; Now use out in vertex shader and in in the fragment shader out vec4 color;

Example: Vertex Shader const vec4 red = vec4(1.0, 0.0, 0.0, 1.0); out vec3 color_out; void main(void) { gl_Position = vPosition; color_out = red; }

Required Fragment Shader in vec3 color_out; void main(void) { gl_FragColor = color_out; } // in latest version use form // out vec4 fragcolor; // fragcolor = color_out;

Passing values call by value-return Variables are copied in Returned values are copied back Three possibilities in out inout (deprecated)

Operators and Functions Standard C functions Trigonometric Arithmetic Normalize, reflect, length Overloading of vector and matrix types mat4 a; vec4 b, c, d; c = b*a; // a column vector stored as a 1d array d = a*b; // a row vector stored as a 1d array

Swizzling and Selection Can refer to array elements by element using [] or selection (.) operator with x, y, z, w r, g, b, a s, t, p, q a[2], a.b, a.z, a.p are the same Swizzling operator lets us manipulate components vec4 a; a.yz = vec2(1.0, 2.0);