GLSL II. Objectives. Coupling GLSL to Applications Example applications

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GLSL II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New Mexico Objectives Coupling GLSL to Applications Example applications 2

Linking Shaders to OpenGL OpenGL Extensions - ARB_shader_objects - ARB_vertex_shader - ARB_fragment_shader OpenGL 2.0 - Almost identical to using extensions - Avoids extension suffixes on function names 3 Program Object Container for shaders - Can contain multiple shaders - Other GLSL functions GLuint myprogobj; myprogobj = glcreateprogram(); /* define shader objects here */ gluseprogram(myprogobj); gllinkprogram(myprogobj); 4

Reading a Shader Shader are added to the program object and compiled Usual method of passing a shader is as a null-terminated string using the function glshadersource If the shader is in a file, we can write a reader to convert the file to a string 5 Shader Reader char* readshadersource(const char* shaderfile) struct stat statbuf; FILE* fp = fopen(shaderfile, "r"); char* buf; stat(shaderfile, &statbuf); buf = (char*) malloc(statbuf.st_size + 1 * sizeof(char)); fread(buf, 1, statbuf.st_size, fp); buf[statbuf.st_size] = '\0'; fclose(fp); return buf; 6

Adding a Vertex Shader GLint vshader; GLunit myvertexobj; GLchar vshaderfile[] = my_vertex_shader ; GLchar* vsource = readshadersource(vshaderfile); glshadersource(myvertexobj, 1, &vertexshaderfile, NULL); myvertexobj = glcreateshader(gl_vertex_shader); glcompileshader(myvertexobj); glattachobject(myprogobj, myvertexobj); 7 Vertex Attributes Vertex attributes are named in the shaders Linker forms a table Application can get index from table and tie it to an application variable Similar process for uniform variables 8

Vertex Attribute Example GLint colorattr; colorattr = glgetattriblocation(myprogobj, "mycolor"); /* mycolor is name in shader */ GLfloat color[4]; glvertexattrib4fv(colorattrib, color); /* color is variable in application */ 9 Uniform Variable Example GLint angleparam; angleparam = glgetuniformlocation(myprogobj, "angle"); /* angle defined in shader */ /* my_angle set in application */ GLfloat my_angle; my_angle = 5.0 /* or some other value */ gluniform1f(myprogobj, angleparam, my_angle); 10

Vertex Shader Applications Moving vertices - Morphing - Wave motion - Fractals Lighting - More realistic models - Cartoon shaders 11 Wave Motion Vertex Shader uniform float time; uniform float xs, zs; void main() float s; s = 1.0 + 0.1*sin(xs*time)*sin(zs*time); gl_vertex.y = s*gl_vertex.y; gl_position = gl_modelviewprojectionmatrix*gl_vertex; 12

Particle System uniform vec3 init_vel; uniform float g, m, t; void main() vec3 object_pos; object_pos.x = gl_vertex.x + vel.x*t; object_pos.y = gl_vertex.y + vel.y*t + g/(2.0*m)*t*t; object_pos.z = gl_vertex.z + vel.z*t; gl_position = gl_modelviewprojectionmatrix* vec4(object_pos,1); 13 Modified Phong Vertex Shader I void main(void) /* modified Phong vertex shader (without distance term) */ float f; /* compute normalized normal, light vector, view vector, half-angle vector in eye cordinates */ vec3 norm = normalize(gl_normalmatrix*gl_normal); vec3 lightv = normalize(gl_lightsource[0].position -gl_modelviewmatrix*gl_vertex); vec3 viewv = -normalize(gl_modelviewmatrix*gl_vertex); vec3 halfv = normalize(lightv + norm); if(dot(lightv, norm) > 0.0) f = 1.0; else f = 0.0; 14

Modified Phong Vertex Shader II /* compute diffuse, ambient, and specular contributions */ vec4 diffuse = max(0, dot(lightv, norm))*gl_frontmaterial.diffuse *LightSource[0].diffuse; vec4 ambient = gl_frontmaterial.ambient*lightsource[0].ambient; vec4 specular = f*gl_frontmaterial.specular* gl_lightsource[0].specular) *pow(max(0, dot( norm, halfv)), gl_frontmaterial.shininess); vec3 color = vec3(ambient + diffuse + specular) gl_frontcolor = vec4(color, 1); gl_position = gl_modelviewprojectionmatrix*gl_vertex; 15 Pass Through Fragment Shader /* pass-through fragment shader */ void main(void) gl_fragcolor = gl_frontcolor; 16

Vertex Shader for per Fragment Lighting /* vertex shader for per-fragment Phong shading */ varying vec3 normale; varying vec4 positione; void main() normale = gl_normalmatrixmatrix*gl_normal; positione = gl_modelviewmatrix*gl_vertex; gl_position = gl_modelviewprojectionmatrix*gl_vertex; 17 Fragment Shader for Modified Phong Lighting I varying vec3 normale; varying vec4 positione; void main() vec3 norm = normalize(normale); vec3 lightv = normalize(gl_lightsource[0].position-positione.xyz); vec3 viewv = normalize(positione); vec3 halfv = normalize(lightv + viewv); vec4 diffuse = max(0, dot(lightv, viewv)) *gl_frontmaterial.diffuse*gl_lightsource[0].diffuse; vec4 ambient = gl_frontmaterial.ambient*gl_lightsource[0].ambient; 18

Fragment Shader for Modified Phong Lighting II int f; if(dot(lightv, viewv)> 0.0) f =1.0); else f = 0.0; vec3 specular = f*pow(max(0, dot(norm, halfv), gl_frontmaterial.shininess) *gl_frontmaterial.specular*gl_lightsource[0].specular); vec3 color = vec3(ambient + diffuse + specular); gl_fragcolor = vec4(color, 1.0); 19 Vertex vs Fragment Shader per vertex lighting per fragment lighting 20

Samplers Provides access to a texture object Defined for 1, 2, and 3 dimensional textures and for cube maps In shader: uniform sampler2d mytexture; Vec2 texcoord; Vec4 texcolor = texture2d(mytexture, texcoord); In application: texmaplocation = glgetuniformlocation(myprog, mytexture ); gluniform1i(texmaplocation, 0); /* assigns to texture unit 0 */ 21 Fragment Shader Applications Texture mapping smooth shading environment mapping bump mapping 22

Cube Maps We can form a cube map texture by defining six 2D texture maps that correspond to the sides of a box Supported by OpenGL Also supported in GLSL through cubemap sampler vec4 texcolor = texturecube(mycube, texcoord); Texture coordinates must be 3D 23 Environment Map Use reflection vector to locate texture in cube map 24

Environment Maps with Shaders Environment map usually computed in world coordinates which can differ from object coordinates because of modeling matrix - May have to keep track of modeling matrix and pass it shader as a uniform variable Can also use reflection map or refraction map (for example to simulate water) 25 Environment Map Vertex Shader uniform mat4 modelmat; uniform mat3 invmodelmat; uniform vec4 eyew; void main(void) vec4 positionw = modelmat*gl_vertex; vec3 normw = normalize(gl_normal*invmodelmat.xyz); vec3 lightw = normalize(eyew.xyz-positionw.xyz); eyew = reflect(normw, eyew); gl_position = gl_modelviewprojectionmatrix*gl_vertex; 26

Environment Map Fragment Shader /* fragment shader for reflection map */ varying vec3 reflectw; uniform samplercube MyMap; void main(void) gl_fragcolor = texturecube(mymap, reflectw); 27 Bump Mapping Perturb normal for each fragment Store perturbation as textures 28

Normalization Maps Cube maps can be viewed as lookup tables 1-4 dimensional variables Vector from origin is pointer into table Example: store normalized value of vector in the map - Same for all points on that vector - Use normalization map instead of normalization function - Lookup replaces sqrt, mults and adds 29