BCA611 Video Oyunları için 3B Grafik

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Transcription:

BCA611 Video Oyunları için 3B Grafik WebGL - Shader Programming Zümra Kavafoğlu

Canvas element The HTML <canvas> element is used to draw graphics on a web page. Create canvas with id, width and height

initwebgl() get the canvas with id my-canvas

initwebgl() get webgl context if it s supported by the browser

initwebgl() if your browser supports webgl

initwebgl() We have two parts in the program, the application written in javascript and the shaders written in GLSL. initshaders compile shaders and link application and shaders to each other.

initshaders()

initshaders() Fragment shader script

initshaders() Vertex shader script

initshaders()

initshaders() compile vertex shader

initshaders(): compile shaders compile fragment shader

initshaders(): WebGLProgram create and initialize a WebGLProgram object

initshaders(): WebGLProgram The WebGLProgram is part of the WebGL API and is a combination of two compiled WebGLShaders consisting of a vertex shader and a fragment shader (both written in GLSL).

initshaders(): WebGLProgram if shader compilation is successful, the application and shaders can be linked together

initshaders(): WebGLProgram tell GPU to use the program

Vertex Attributes attribute qualifier

Vertex Attributes Vertex attributes are used to communicate from "outside" to the vertex shader. Values are provided per vertex (and not globally for all vertices). Attributes can't be defined in the fragment shader. Attributes can be defined in the vertex shader using the "attribute" qualifier*: attribute qualifier attribute type attribute name *https://www.opengl.org/sdk/docs/tutorials/clockworkcoders/attributes.php

Vertex Attributes

Vertex Attributes

Uniform Variables uniform qualifier

Uniform Variables Uniform variables are used to communicate with your vertex or fragment shader from "outside". Uniform variables are readonly and have the same value among all processed vertices. You can only change them within your javascript program* attribute qualifier attribute type attribute name *https://www.opengl.org/sdk/docs/tutorials/clockworkcoders/uniform.php

Uniform Variables uniform variable for modelview matrix modelview matrix is same for all vertices, therefore it s defined as uniform

Uniform Variables uniform variable for perspective matrix perspective matrix is same for all vertices, therefore it s defined as uniform

Built-in variables: gl_position built-in gl_position variable

Built-in variables built-in gl_position variable

Built-in variables: gl_position The OpenGL Shading Language defines a number of special variables for the various shader stages. These built-in variables (or built-in variables) have special properties. They are usually for communicating with certain fixed-functionality. By convention, all predefined variables start with "gl_"; no user-defined variables may start with this.* gl_position contains the position of the current vertex perspective matrix modelview matrix homogenuous coordinates of the current vertex position *https://www.khronos.org/opengl/wiki/built-in_variable_(glsl)

Varying variables varying qualifier

Varying variables Varying variables provide an interface between Vertex and Fragment Shader. Vertex Shaders compute values per vertex and fragment shaders compute values per fragment. If you define a varying variable in a vertex shader, its value will be interpolated (perspective-correct) over the primitive being rendered and you can access the interpolated value in the fragment shader.* varying qualifier precision type name https://www.opengl.org/sdk/docs/tutorials/clockworkcoders/varying.php

Varying variables define varying variable for vertex color assign value of avertexcolor to vcolor show vcolor in the fragment shader code calculate color for each fragment by using vcolor data

Varying variables define varying variable for vertex color assign value of avertexcolor to vcolor show vcolor in the fragment shader code built-in variable calculate color for each fragment by using vcolor data