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GLSL I
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Fixed vs. Programmable HW fixed function pipeline ▪ Faster ▪ Limited New programmable hardware ▪ Many effects become possible. ▪ Global illumination effects ▪ Ray tracing. ▪…▪… Multiple Normal Map Refraction/ reflection Subsurface scattering composing Make the Graphics Effects Possible & Real-time !!
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Vertex Shader Skinning Mesh Tessellation Terrain Generation Geometry Shader Surface details Fragment Shader Advance shading
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Shader language The language itself. Runtime environment How to co-work with OpenGL/D3D Architecture The role of the shaders.
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2000 Asambly, (nVidia) 2002 CG 1.0 (nVidia) ▪ C for graphcis Vertex/fragment extension (OpenGL ) HLSL (High Level Shading Language, M$) 2003 GLSL (OpenGL) 2004 GPGPU Applications Uniform GPU architecture for both VS and FS, (ATI) 2008 Direct Computing, CUDA, 2009 OpenCL
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Currently 3 major shading languages - Cg (Nvidia) - HLSL (Microsoft) ▪ Derived from Cg - GLSL (OpenGL) Main influences are - C language - Pre-existing Shading languages developed in university and industry.
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1.1+ Vertex/Fragment Shader 1.5+ Geometry Shader 4.0 Tessellation Shader
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Rasterizer Screen Vertices3D modelColor Pixels Transform & Lighting Transform & Lighting Transform & Lighting Transform & Lighting Transform & Lighting Transform & Lighting Pixel Op. Pixels Scene Setting
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10 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Vertex Shader Applications Moving vertices Morphing Wave motion Fractals Lighting More realistic models Cartoon shaders
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11 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Fragment Shader Applications Per fragment lighting calculations per vertex lighting per fragment lighting
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12 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 GLSL OpenGL Shading Language Part of OpenGL 2.0 High level C-like language New data types Matrices Vectors Samplers OpenGL state available through built-in variables
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13 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Simple Vertex Shader const vec4 red = vec4(1.0, 0.0, 0.0, 1.0); void main(void) { gl_Position = gl_ProjectionMatrix *gl_ModelViewMatrix*gl_Vertex; gl_FrontColor = red; }
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14 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Execution Model
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15 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Simple Fragment Program void main(void) { gl_FragColor = gl_FrontColor; }
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16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Execution Model
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17 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Data Types C types: int, float, bool Vectors: float vec2, vec 3, 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)
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18 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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. matrix3 func(matrix3 a)
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19 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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
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20 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Attribute Qualifier Attribute-qualified variables can change at most once per vertex Cannot be used in fragment shaders Built in (OpenGL state variables) gl_Color gl_ModelViewMatrix User defined (in application program) attribute float temperature attribute vec3 velocity
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21 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Uniform Qualified Variables that are constant for an entire primitive Can be changed in application outside scope of glBegin and glEnd Cannot be changed in shader Used to pass information to shader such as the bounding box of a primitive
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22 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Varying Qualified Variables that are passed from vertex shader to fragment shader Automatically interpolated by the rasterizer Built in Vertex colors Texture coordinates User defined Requires a user defined fragment shader
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23 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Example: Vertex Shader const vec4 red = vec4(1.0, 0.0, 0.0, 1.0); varying vec3 color_out; void main(void) { gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex; color_out = red; }
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24 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Required Fragment Shader varying vec3 color_out; void main(void) { gl_FragColor = color_out; }
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25 A Quick Review What are the qualifier (attribute, uniform, varying) for the following cases? If variables change… Once per primitive (uniform? attribute?...) Once per vertex ? Once per fragment ? Vertex attributes are interpolated by the rasterizer into fragment attributes
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26 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Passing values call by value-return Variables are copied in Returned values are copied back Three possibilities in out inout
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27 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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
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28 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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);
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29 For More Information… Tutorials available online (see the course webpage, Reference section) At www.Lighthouse3D.comwww.Lighthouse3D.com At www.OpenGL.orgwww.OpenGL.org
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