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GLSL I.  Fixed vs. Programmable  HW fixed function pipeline ▪ Faster ▪ Limited  New programmable hardware ▪ Many effects become possible. ▪ Global.

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Presentation on theme: "GLSL I.  Fixed vs. Programmable  HW fixed function pipeline ▪ Faster ▪ Limited  New programmable hardware ▪ Many effects become possible. ▪ Global."— Presentation transcript:

1 GLSL I

2  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 !!

3  Vertex Shader  Skinning Mesh  Tessellation  Terrain Generation  Geometry Shader  Surface details  Fragment Shader  Advance shading

4  Shader language  The language itself.  Runtime environment  How to co-work with OpenGL/D3D  Architecture  The role of the shaders.

5

6  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

7  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.

8  1.1+  Vertex/Fragment Shader  1.5+  Geometry Shader  4.0  Tessellation Shader

9 Rasterizer Screen Vertices3D modelColor Pixels Transform & Lighting Transform & Lighting Transform & Lighting Transform & Lighting Transform & Lighting Transform & Lighting Pixel Op. Pixels Scene Setting

10 10 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Vertex Shader Applications Moving vertices ­Morphing ­Wave motion ­Fractals Lighting ­More realistic models ­Cartoon shaders

11 11 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Fragment Shader Applications Per fragment lighting calculations per vertex lighting per fragment lighting

12 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

13 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; }

14 14 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Execution Model

15 15 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Simple Fragment Program void main(void) { gl_FragColor = gl_FrontColor; }

16 16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Execution Model

17 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)

18 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)

19 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

20 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

21 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

22 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

23 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; }

24 24 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Required Fragment Shader varying vec3 color_out; void main(void) { gl_FragColor = color_out; }

25 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

26 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

27 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

28 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);

29 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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