CISC 3620 Lecture 2 GLSL and Shaders - Michael I...

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CISC 3620 Lecture 2GLSL and Shaders

Topics:

Models and ArchitecturesWebGL Overview

Shaders and GLSLColor and attributes

More GLSL

Models and Architectures

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Models and Architectures: Objectives

● Learn the basic design of a graphics system● Introduce pipeline architecture● Examine software components for an

interactive graphics system

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Image Formation Revisited

● Can we mimic the synthetic camera model to design graphics hardware software?

● Application Programmer Interface (API)– Need only specify

● Objects● Materials● Viewer● Lights

● But how is the API implemented?

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Object Specification

● Most APIs support a limited set of primitives including– Points (0D object)– Line segments (1D objects)– Polygons (2D objects)– Some curves and surfaces

● Quadrics● Parametric polynomials

● All are defined through locations in space or vertices

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Camera Specification

● Six degrees of freedom for lens position– Position of center of lens– Orientation

● Lens parameters: type, focal length

● Film size: 2D● Orientation of film plane:

another 6D

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Lights and Materials

● Types of lights– Point sources vs distributed sources– Spot lights– Near and far sources– Color properties

● Material properties– Absorption: color properties– Scattering

● Diffuse● Specular

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https://bensimonds.com/2010/08/27/plausiblematerials/

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Physical Approaches● Ray tracing: follow rays of

light from center of projection until they either are absorbed by objects or go off to infinity– Can handle global effects

● Multiple reflections● Translucent objects

– Slow– Must have all objects and lights

available for rendering anything

● Radiosity: Approximation to ray tracing for opaque but diffuse objects – still slow

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https://commons.wikimedia.org/w/index.php?curid=1729662

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Practical Approach

● Process objects one at a time in the order they are generated by the application– Can consider only local lighting

● Pipeline architecture

● All steps can be implemented in hardware on the graphics card

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

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Vertex Processing

● Much of the work in the pipeline is in converting object representations from one coordinate system to another– Object coordinates– Camera (eye) coordinates– Screen coordinates

● Every change of coordinates is equivalent to a matrix transformation

● Vertex processor also computes vertex colors

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

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Vertext Processing: Projection

● Projection is the process that combines the 3D viewer with the 3D objects to produce the 2D image– Perspective projections: all projectors meet at the center

of projection– Parallel projection: projectors are parallel, center of

projection is replaced by a direction of projection

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

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Vertext Processing:Primitive Assembly

Vertices must be collected into geometric objects before clipping and rasterization can take place

– Line segments– Polygons– Curves and surfaces

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

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Vertex Processing:Clipping

Just as a real camera cannot “see” the whole world, the virtual camera can only see part of the world or object space

– Objects that are not within this volume are said to be clipped out of the scene

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Rasterization

● If an object is not clipped out, the appropriate pixels in the frame buffer must be assigned colors

● Rasterizer produces a set of fragments for each object● Fragments are “potential pixels”

– Have a location in frame bufffer– Color and depth attributes

● Vertex attributes are interpolated over objects by the rasterizer

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

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Fragment Processing

● Fragments are processed to determine the color of the corresponding pixel in the frame buffer

● Colors can be determined by texture mapping or interpolation of vertex colors

● Fragments may be blocked by other fragments closer to the camera – Hidden-surface removal

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

Programming with WebGL:Shader overview

All WebGL programs need two programmed shaders

● Vertex shader – Vertex processor– Processes each vertex independently– Outputs final position

● Fragment shader – Fragment processor– Processes each pixel independently (interpolated by rasterizer)– Outputs final color

https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

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Vertex Shader Applications

● Moving vertices– Mainly coordinate transformations, projections– But also: Morphing, Wave motion, Fractals

● Lighting– More realistic models– Cartoon shaders

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Fragment Shader Applications

Per fragment lighting calculations

per vertex lighting per fragment lighting

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Fragment Shader Applications

Texture mapping

smooth shading environment mapping

bump mapping

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Writing Shaders

● First programmable shaders were programmed in an assembly-like manner

● OpenGL extensions added functions 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)

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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

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Simple Vertex Shader

attribute vec4 vPosition;

void main(void)

{

gl_Position = vPosition;

}

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Execution Model

VertexShader

GPU

PrimitiveAssembly

ApplicationProgram

gl.drawArrays Vertex

Vertex dataShader Program

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Simple Fragment Shader

precision mediump float;void main(void){ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);}

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Execution Model

FragmentShader

Application

Frame BufferRasterizerFragment Fragment

Color

Shader Program

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Revisit: JSFiddle triangle

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Programming with WebGL:Shader details

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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)

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No 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)● variables passed by copying

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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 – “uniform”

– Once per vertex – “attribute”

– Once per fragment – “varying”

– At any time in the application● Vertex attributes are interpolated by the rasterizer into

fragment attributes

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

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“uniform” Qualifier

● 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 time

or a bounding box of a primitive or transformation matrices

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“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) ­attribute float temperature­attribute vec3 velocity­recent versions of GLSL use in and out qualifiers to get to

and from shaders

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“varying” Qualifier

● Variables that are passed from vertex shader to fragment shader

● Automatically interpolated by the rasterizer● With WebGL, GLSL uses the varying qualifier in both shadersvarying vec4 fColor;

● More recent versions of WebGL use out in vertex shader and in in the fragment shaderout vec4 fColor; //vertex shader

in vec4 fColor; // fragment shader

Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Our Naming Convention

● Attributes passed to vertex shader have names beginning with v (v Position, vColor) in both the application and the shader– Note that these are different entities with the same name

● Varying variables begin with f (fColor) in both shaders– must have same name in both shaders

● Uniform variables are unadorned and can have the same name in application and shaders

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Example: Vertex Shader

attribute vec4 vColor;varying vec4 fColor;void main(){ gl_Position = vPosition; fColor = vColor;}

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Corresponding Fragment Shader

precision mediump float;

varying vec4 fColor;void main(){ gl_FragColor = fColor;}

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Sending Colors from Application

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var cBuffer = gl.createBuffer();gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );gl.bufferData( gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW );

var vColor = gl.getAttribLocation( program, "vColor" );gl.vertexAttribPointer( vColor, 3, gl.FLOAT, false, 0, 0 );gl.enableVertexAttribArray( vColor );

Sending a Uniform Variable

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// in applicationvar color = vec4(1.0, 0.0, 0.0, 1.0);colorLoc = gl.getUniformLocation( program, ”color" ); gl.uniform4fv( colorLoc, color);

// in fragment shader (similar in vertex shader)uniform vec4 color;void main(){ gl_FragColor = color;

}

In-class exercisePut color of triangle in “uniform”

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Operators and Functions

● Standard C functions– Trigonometric– Arithmetic– Normalize, reflect, length

● Overloading of vector and matrix typesmat4 a;vec4 b, c, d;c = b*a; // column vector stored as 1d arrayd = a*b; // row vector stored as 1d array

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Swizzling and Selection

● Can refer to array elements using [] or selection (.) operator with ­ x, y, z, w­ r, g, b, a­ s, t, p, q­a[2], a.b, a.z, a.p are the same

● Swizzling operator lets us index multiple components in ordervec4 a, b;a.yz = vec2(1.0, 2.0, 3.0, 4.0);b = a.yxzw;

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Functions named by type

● All versions of OpenGL do no use function overloading

● So that there are multiple versions for a given logical function

● Example: sending values to shaders­gl.uniform3f – 3D floats ­gl.uniform2i – 2D integers­gl.uniform3dv – 3D double vectors

● Underlying storage mode is the same

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WebGL function format

gl.uniform3f(x,y,z)

belongs to WebGL canvas

function name

x,y,z are variables

gl.uniform3fv(p)

p is an array

dimension

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Programming with WebGL:Color and attributes

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Color and attributes: Objectives

● WebGL primitives● Adding color● Vertex attributes

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WebGLPrimitives

GL_TRIANGLE_STRIPGL_TRIANGLE_STRIP GL_TRIANGLE_FANGL_TRIANGLE_FAN

GL_POINTSGL_POINTS

GL_LINESGL_LINES

GL_LINE_LOOPGL_LINE_LOOP

GL_LINE_STRIPGL_LINE_STRIP

GL_TRIANGLESGL_TRIANGLES

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WebGL only uses triangles

● Triangles– Simple: edges cannot cross

– Convex: All points on line segment between two points in a polygon are also in the polygon

– Flat: all vertices are in the same plane● Application program must tessellate a polygon into triangles

(triangulation)● OpenGL 4.1 contains a tessellator but not WebGL

nonsimple polygonnonconvex polygon

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Polygon Testing

● Conceptually simple to test for simplicity and convexity – but time consuming

● Earlier versions assumed both – and left testing to the application

● Present version only renders triangles● Need algorithm to triangulate an arbitrary

polygon – Will discuss later in course

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Attributes

● Attributes determine the appearance of objects– Color (points, lines, polygons)– Size and width (points, lines)– Stipple pattern (lines, polygons)– Polygon mode

● Display as filled: solid color or stipple pattern● Display edges● Display vertices

● Only a few (gl_PointSize) are supported by WebGL functions

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RGB color

● Each color component is stored separately in the frame buffer

● Usually 8 bits per component in buffer● Color values can range from 0.0 (none) to 1.0 (all) using

floats or over the range from 0 to 255 using unsigned bytes

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Indexed Color

● Colors are indices into tables of RGB values● Requires less memory­ indices usually 8 bits­ not as important now• Memory inexpensive• Need more colors for shading

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Smooth Color

● Default is smooth shading– Rasterizer interpolates vertex colors across visible

polygons

● Alternative is flat shading– Color of first vertex

● determines fill color– Handle in shader

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Setting Colors

● Colors are ultimately set in the fragment shader but can be determined in either shader or in the application

● Application color: pass to vertex shader as a uniform variable or as a vertex attribute

● Vertex shader color: pass to fragment shader as varying variable

● Fragment color: can alter via shader code

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In-class exercisePut color of triangle in “varying”

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Programming with WebGL:More GLSL

More GLSL: Objectives

● Coupling shaders to applications– Reading– Compiling– Linking

● Vertex Attributes● Setting up uniform variables● Example applications

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Linking Shaders with Application

● Read shaders● Compile shaders● Create a program object● Link everything together● Link variables in application with variables in

shaders– Vertex attributes– Uniform variables

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Program Object

● Container for shaders – Can contain multiple shaders– Other GLSL functions

var program = gl.createProgram();

gl.attachShader( program, vertShdr ); gl.attachShader( program, fragShdr ); gl.linkProgram( program );

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Reading a Shader

● Shaders are added to the program object and compiled

● Usual method of passing a shader is as a null-terminated string using the function

gl.shaderSource( fragShdr, fragElem.text );● If shader is in HTML file, we can get it into

application by getElementById method● If the shader is in a file, we can write a reader to

convert the file to a string

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Adding a Vertex Shader

var vertShdr;var vertElem = document.getElementById( vertexShaderId );

vertShdr = gl.createShader( gl.VERTEX_SHADER );

gl.shaderSource( vertShdr, vertElem.text );gl.compileShader( vertShdr );

// after program object createdgl.attachShader( program, vertShdr );

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Shader Reader

● Following code may be a security issue with some browsers if you try to run it locally– Cross Origin Request

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function getShader(gl, shaderName, type) { var shader = gl.createShader(type); shaderScript = loadFileAJAX(shaderName); if (!shaderScript) { alert("Could not find shader source: "+shaderName); }}

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Precision Declaration

● In GLSL for WebGL we must specify desired precision in fragment shaders– artifact inherited from OpenGL ES– ES must run on very simple embedded devices that

may not support 32-bit floating point– All implementations must support mediump– No default for float in fragment shader

● Can use preprocessor directives (#ifdef) to check if highp supported and, if not, default to mediump

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Pass Through Fragment Shader

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#ifdef GL_FRAGMENT_SHADER_PRECISION_HIGH precision highp float;#else precision mediump float;#endif

varying vec4 fcolor;void main(void){ gl_FragColor = fcolor;}

Summary

● Models and Architectures● WebGL Overview● Shaders and GLSL● Color and attributes● More GLSL

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