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Introduction To Modern OpenGL How OpenGL Works • OpenGL uses a series of matrices to control the position and way primitives are drawn • OpenGL 1.x - 2.x allows these primitives to be drawn in two ways • immediate mode • core profile (this mode uses buffer objects to retain the data and is sometimes called retained mode) Immediate Mode • In immediate mode the vertices to be processed are sent to the GPU (Graphics Card) one at a time. • This means there is a bottleneck between CPU and GPU whilst data is sent • Immediate mode has become deprecated as part of OpenGL 3.x and is • This method is easy to use but not very efficient not available in OpenGL ES Core Profile Mode • In this mode the data to be drawn is sent to the GPU and stored in graphics memory. • A pointer to this object is returned to the user level program and this object reference is called when drawing etc. • This requires a little more setup but does improve the Frame Rate considerably. • For most of the examples we will use this mode. • This is also the way DirectX works GLSL • It allows us to program directly on the GPU and can be used for Shading • OpenGL Shading Language is a high level shading language based on C calculations for vertex and fragment based processing. • We will look at this in more detail later but to use the full OpenGL 3.x functionality we need to also create a GLSL shader and process the vertices on the GPU • Using GLSL we can also manipulate the actual vertices of the system. Immediate Mode • OpenGL provides tools for drawing many different primitives, including Points, Lines Quads etc. • Most of them are described by one or more vertices. • In OpenGL we describe a list of vertices by using the glBegin() and glEnd() functions. • The argument to the glBegin() function determines how the vertices passed will be drawn. • We will not be using this mode and most examples on the web will use this OpenGL Profiles • The current OpenGL version is 4.5, it has full compatibility with OpenGL ES 3.0 for embedded devices • Core Profile • Compatibility profile • There are two profiles associated with this version OpenGL 4.5 Core • Released 2014 (see https://www.opengl.org/wiki/ History_of_OpenGL) • The Core profile is very new and many GPU’s do not fully support this • This profile doesn’t contain any of the immediate mode GL elements and has no backward compatibility • Will not be fully available in drivers / GPU cores for a while OpenGL 4 Compatibility • The compatibility profile contains lots of OpenGL immediate mode elements as well as earlier GLSL structures and components • This means legacy code will still work with the drivers but may not be optimal • This year the ngl library has been ported to work with only OpenGL 3.2 core profile. • This needs Mac OSX Lion, linux or window with the latest drivers. There is now also a port for iOS 5 / OpenGL ES2.0 and Raspberry Pi / EGL Compatibility Profile • The main problem with the compatibility profile is there are no clear guidelines on the implementation • Different vendors behave differently • Usually the whole system will fall back to the “software implementation” (not on the GPU) Programmers view of OpenGL • To the programmer, OpenGL is a set of commands that allow the specification of geometric objects in two or three dimensions, together with commands that control how these objects are rendered into the framebuffer. • A typical program that uses OpenGL begins with calls to open a window into the framebuffer. (in our case using Qt) • Once a GL context is allocated, the programmer is free to issue OpenGL commands. Programmers view of OpenGL • Some calls are used to draw simple geometric objects (i.e. points, line segments, and polygons) • Others affect the rendering of these primitives including how they are lit or coloured and how they are mapped from the user’s two- or threedimensional model space to the two-dimensional screen. • There are also calls to effect direct control of the framebuffer, such as reading and writing pixels. Client Server Model • That is, a program (the client) issues commands, and these commands • The model for interpretation of OpenGL commands is client-server. are interpreted and processed by the OpenGL (the server). • The server may or may not operate on the same computer as the client. • In this sense, the GL is “network-transparent.” • A server may maintain a number of OpenGL contexts, each of which is an encapsulation of current GL state. OpenGL Context • before we can use OpenGL we need to generate an OpenGL context • This is not the responsibility of OpenGL to create this and • This initialises the GL state and other elements of the library varies in the different Operating systems • There are many ways to create the context but I will concentrate on two methods • SDL 2 • Qt 5 OpenGL Context • Both Qt and SDL work well on multiple platforms to create an OpenGL context • Qt is best for GUI / Windowed based systems • SDL is perfect for games and also has Joystick / Gamepad interfaces • As Modern OpenGL is quite complex I will start with creating a compatibility profile OpenGL Demo and expand to core profile once we learn some more OpenGL SDL • To quote the SDL website ( www.libsdl.org) "Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power." • SDL is ideal for game so if you want to do some games programming use SDL over Qt sdl2-config • When sdl is installed a script called sdl2-config is placed in the /usr/bin directory • This script can be run to get the correct build flags for sdl there is also an sdl-config for earlier SDL 1.x libs as well sdl2-config --cflags --libs -I/usr/local/include/SDL2 -I/usr/X11R6/include -D_THREAD_SAFE -L/usr/local/lib -lSDL2 #include <SDL.h> #if defined (LINUX) || defined (WIN32) #include <GL/gl.h> #include <GL/glu.h> #endif #ifdef DARWIN #include <unistd.h> #include <OpenGL/gl.h> #include <OpenGL/glu.h> #endif Depending upon platform gl.h is in different directories use Compiler -D switch to define OS for example -D DARWIN will use mac includes SDL Window // now create our window SDL_Window *window=SDL_CreateWindow("SDLNGL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, rect.w/2, rect.h/2, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE ); // check to see if that worked or exit if (!window) { SDLErrorExit("Unable to create window"); } // Create our opengl context and attach it to our window SDL_GLContext glContext=createOpenGLContext(window); if(!glContext) { SDLErrorExit("Problem creating OpenGL context"); } // make this our current GL context (we can have more than one window but in this case not) SDL_GL_MakeCurrent(window, glContext); /* This makes our buffer swap syncronized with the monitor' s vertical refresh */ SDL_GL_SetSwapInterval(1); } OpenGL Context SDL_GLContext createOpenGLContext(SDL_Window *window) { // Request an opengl 3.2 context first we setup our attributes, if you need any // more just add them here before the call to create the context // SDL doesn't have the ability to choose which profile at this time of writing, // but it should default to the core profile // for some reason we need this for mac but linux crashes on the latest nvidia drivers // under centos #ifdef DARWIN SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); #endif // set multi sampling else we get really bad graphics that alias SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,4); // Turn on double buffering with a 24bit Z buffer. // You may need to change this to 16 or 32 for your system // on mac up to 32 will work but under linux centos build only 16 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // enable double buffering (should be on by default) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // return SDL_GL_CreateContext(window); } SDL_GLContext glContext=createOpenGLContext(window); if(!glContext) { SDLErrorExit("Problem creating OpenGL context"); } // make this our current GL context (we can have more than one window but in this case not) SDL_GL_MakeCurrent(window, glContext); /* This makes our buffer swap syncronized with the monitor's vertical refresh */ SDL_GL_SetSwapInterval(1); // now setup a basic camera for viewing glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); gluPerspective(45,(float)rect.w/rect.h,0.5,100); glMatrixMode(GL_MODELVIEW); gluLookAt(2,2,2,0,0,0,0,1,0); loop { ... process events // now clear screen and render glClear(GL_COLOR_BUFFER_BIT); // draw a triangle drawTriangle(); // swap the buffers SDL_GL_SwapWindow(window); } void drawTriangle() { static int rot=0; glPushMatrix(); glRotated(rot,0,1,0); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3d(0,1,0); glColor3f(0,1,0); glVertex3d(1,-1,0); glColor3f(0,0,1); glVertex3d(-1,-1,0); glEnd(); glPopMatrix(); ++rot; } Qt 5.5 • • Qt 4 had a specific GLWidget for creating an OpenGL context • Qt5 uses a QSurface as an abstraction for a rendering surface all we have to do is setup an OpenGL context and create a surface • Qt5 also has a number of OpenGL functions encapsulated into Qt itself we will not be using this as the ngl:: library already has these. Qt 5 improves on this by extending the basic window to allow the usage of OpenGL rendering (as well as others) // create an OpenGL format specifier QSurfaceFormat format; // set the number of samples for multisampling // will need to enable glEnable(GL_MULTISAMPLE); once we have a context format.setSamples(4); #if defined( __APPLE__) // at present mac osx Mountain Lion only supports GL3.2 // the new mavericks will have GL 4.x so can change format.setMajorVersion(4); format.setMinorVersion(1); #else // with luck we have the latest GL version so set to that format.setMajorVersion(4); format.setMinorVersion(5); #endif // now we are going to set to CoreProfile OpenGL so we can' t use and old Immediate mode GL format.setProfile(QSurfaceFormat::CoreProfile); // now set the depth buffer to 24 bits format.setDepthBufferSize(24); // set that as the default format for all windows QSurfaceFormat::setDefaultFormat(format); } QOpenGLWindow / Widget • We inherit from these classes and implement our own OpenGL functions. • The Window is a stand alone window class with an OpenGL context / drawing area • The Widget is used within another window to allow use to develop GUI and OpenGL components together. • Both are very similar and have the same virtual methods for us to override. initalizeGL • This is called once when the OpenGL context has been created (after the window has been created but before the first call to paintGL) • We usually use this for initialisation of OpenGL specific things (loading shaders, creating geo etc) which will need to have an active context. • Always start timers in this method and not the ctor as if the timer function called paint GL it may crash if not valid context is present. • This is also where we will need to load extensions etc (usually using GLEW or ngl::NGLInit::instance(); resizeGL(int _w, int _h) • This is merely a convenience function in order to provide an API that is compatible with QOpenGLWidget. Unlike with QOpenGLWidget, derived classes are free to choose to override resizeEvent() instead of this function. • Avoid issuing OpenGL commands from this function as there may not be a context current when it is invoked. If it cannot be avoided, call makeCurrent(). • Also worth noting we may need to take into account devicePixelRatio() for retina displays (for SDL you have to use platform specific function calls) resizeGL(QResizeEvent *_event) • Use this event to set width and height attributes (we can call width() / height()) • Usually I set a class attribute then call glViewport each frame before drawing m_width=_event->size().width()*devicePixelRatio(); m_height=_event->size().height()*devicePixelRatio(); paintGL • This method is called every time update() is called on the window (and is usually synched to vsynch of the monitor but this can be changed). • • This is usually used for drawing our scene and other operations. Depending upon advanced OpenGL usage we may need to think about which context we are using as well as which RenderBuffer etc as Qt uses it’s own internal states as well. GL Command Syntax • GL commands are functions or procedures. • Various groups of commands perform the same operation but differ in how arguments are supplied to them. • GL commands are formed from a name which may be followed, • To specify the type of parameter GL uses a specific syntax depending on the particular command, by a sequence of characters describing a parameter to the command. • If present, a digit indicates the required length (number of values) of the indicated type. • Next, a string of characters making up one of the type descriptors GL Command Syntax • A final v character, if present, indicates that the command takes a pointer to an array (a vector) of values rather than a series of individual arguments. GL Command Syntax gl Library 1 2 3 4 5 command name 4f 4 floats void glUniform4f( int location, float v0, float v1, float v2, float v3 ); void glGetFloatv( enum value, float *data ); v array pointer Block Diagram of OpenGL • To aid learning we will concentrate on each of the elements in turn • Ignoring the others and assuming they just work out of the box without setup • Finally we shall put the whole system together Transform Feedback Vertex Data Vertex Shading and Per-Vertex Operations Primitive Assembly and Rasterization Pixel Data Texture Memory Pixel Pack / Unpack Fragment Shading and Per-Fragment Operations Framebuffer Block Diagram of OpenGL Transform Feedback Vertex Data Vertex Shading and Per-Vertex Operations Primitive Assembly and Rasterization Fragment Shading and Per-Fragment Operations Pixel Data Texture Memory Pixel Pack / Unpack • Commands enter the GL on the left. Some commands specify geometric objects to be drawn while others control how the objects are handled by the various stages. Commands are effectively sent through a processing pipeline. • The first stage operates on geometric primitives described by vertices: points, line segments, and polygons. • In this stage vertices may be transformed and lit, followed by assembly into geometric primitives, which may optionally be used by the next stage, geometry shading, to generate new primitives. Framebuffer Block Diagram of OpenGL Transform Feedback Vertex Data Vertex Shading and Per-Vertex Operations Primitive Assembly and Rasterization Fragment Shading and Per-Fragment Operations Framebuffer Pixel Data Texture Memory Pixel Pack / Unpack • The final resulting primitives are clipped to a viewing volume in preparation for the next stage, rasterization. • The rasterizer produces a series of framebuffer addresses and values using a two-dimensional description of a point, line segment, or polygon. • Each fragment produced is fed to the next stage that performs operations on individual fragments before they finally alter the framebuffer. • Finally, values may also be read back from the framebuffer or copied from one portion of the framebuffer to another. Primitives and Vertices coordinates Vertex Shader Execution Shaded Vertices Point, Line Segment, or Triangle (Primitive) Assembly Point culling, Line Segment or Triangle Clipping varying outputs Generic Vertex Attributes Primitive type (from DrawArrays or DrawElements mode) • In the OpenGL, most geometric objects are drawn by specifying a series of generic attribute sets using DrawArrays or one of the other drawing commands. • Points, lines, polygons, and a variety of related geometric objects can be drawn in this way. Rasterization Primitives and Vertices • Each vertex is specified with one or more generic vertex attributes. • Each attribute is specified with one, two, three, or four scalar values. • Generic vertex attributes can be accessed from within vertex shaders and used to compute values for consumption by later processing stages. • For example we may set vertex colour, vertex normals, texture coordinates or generic vertex attributes used by the processing shader Primitive types • OpenGL has a number of primitive types that can be specified to DrawArrays and other primitive drawing commands • • Points, Line Strips, Line Loops, Separate Lines,Triangle Strips,Triangle These are Fans, Separate Triangles, Lines with adjacency, Line Strips with Adjacency,Triangles with Adjacency,Triangle Strips with Adjacency, Separate Patches • We will investigate these elements later for now we will concentrate on drawing some points Vertex Arrays • Vertex data is placed into arrays that are stored in the server’s address space (GPU). • Blocks of data in these arrays may then be used to specify multiple geometric primitives through the execution of a single OpenGL command. • The client may specify up to the value of MAX_VERTEX_ATTRIBS arrays to store one or more generic vertex attributes. Vertex Arrays • Vertex arrays are a simple way of storing data for models so that Vertices, normals and other information may be shared. • This allows a more compact representation of data and reduces the number of calls OpenGL needs to make and the reduction of data stored. • We can create the data in a series of arrays either procedurally or by loading it from some model format • The data may then be stored either by downloading it to the GPU or storing it on the client side and telling the GPU to bind to it. Example Drawing Points • The following example will draw a series of points to the OpenGL context • The data is stored on the client side (our program) • We need to create the data (3xGLfloat values) in an array • Then tell OpenGL where this data is and draw it m_points = new GLfloat[3*s_numPoints]; x y z x Create data y z ..... Enable Vertex Arrays and Draw Create the Data GLfloat *m_points; in OpenGLWindow.h const static int s_numPoints=10000; // first we generate random point x,y,z values m_points = new GLfloat[2*s_numPoints]; for( int i=0; i<2*s_numPoints; ++i) { m_points[i]= -1.0f + (float)rand()/((float) RAND_MAX/(1.0f- -1.0f)); } in ctor we allocate some random x,y,z values Drawing the Data void OpenGLWindow::render() { // usually we will make this context current and render m_context->makeCurrent(this); // clear the screen and depth buffer glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, m_points); glDrawArrays(GL_POINTS,0,s_numPoints); glDisableClientState(GL_VERTEX_ARRAY); // finally swap the buffers to make visible m_context->swapBuffers(this); tell GL we are using Vertex Arrays tell GL where the data is on the client } Now Draw glVertexPointer 1 void glVertexPointer( GLint size,GLenum type,GLsizei stride,const GLvoid *pointer); • size :- the number of coordinates per vertex. Must be 2, 3, or 4. The initial value is 4. • type :- the data type of each coordinate in the array. Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE are accepted. default : GL_FLOAT. • stride :- the byte offset between consecutive vertices. If stride is 0, the vertices are understood to be tightly packed in the array. default : 0 • pointer :- a pointer to the first coordinate of the first vertex in the array. default : 0. glVertexPointer • At present it works but the new method of drawing is a lot more • glVertexPointer has been marked for deprecation complex and requires different shaders to be developed. • We usually do not use client side data anyway so this is just serving as an example before we add to the overall GL construction required for GL 3.x functionality • We will expand on the new functions later glDrawArrays 1 void glDrawArrays( GLenum mode,GLint first,GLsizei count); • mode :- what kind of primitives to render. • Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted. • count :the number of indices to be rendered. • first :- the starting index in the enabled arrays. ARB and GLEW • ARB stands for Architecture review board and are extensions authorised by the OpenGL standards group • Most of these extensions are part of the OpenGL driver for the GPU installed and we need to make link between the driver binary library and the OpenGL code we are writing • This process is quite complex and to make it easier we can use GLEW (not required on Mac OSX) • The ngl::Init class contains the following code to do this Initialising GLEW 1 2 3 4 5 6 7 8 9 10 11 12 13 // we only need glew on linux mac ok (should add a windows ref as well) #if defined(LINUX) || defined(WIN32) { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr<< "Error: "<<glewGetErrorString(err)<<std::endl; exit(EXIT_FAILURE); } std::cerr<<"Status: Using GLEW "<<glewGetString(GLEW_VERSION)<<std::endl; } #endif Adding Extensions 1 2 3 4 5 6 7 8 9 • // make sure you've included glext.h extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT; and in one c/cpp file: PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT; // now bind the address from the driver to our function pointer glIsRenderbufferEXT = glXGetProcAddressARB((const GLubyte*)"glIsRenderbufferEXT"); For every function we need to access we have to write some code similar to the lines above • This is quite tedious so GLEW does it for us Adding Colour • We create a single array of per-vertex RGB values • We then create a pointer to this and draw using the same draw • The process of adding Colour is similar to that of setting the vertices command m_colours = new GLfloat[3*s_numPoints]; for( int i=0; i<3*s_numPoints; ++i) { m_colours[i]= 0.0f + (float)rand()/((float)RAND_MAX/(1.0f)); } Adding Colour void OpenGLWindow::render() { // usually we will make this context current and render m_context->makeCurrent(this); // clear the screen and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, m_points); glColorPointer(3,GL_FLOAT,0,m_colours); glDrawArrays(GL_POINTS, 0, s_numPoints); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); // finally swap the buffers to make visible m_context->swapBuffers(this); } Other Primitives void OpenGLWindow::render() { // usually we will make this context current and render m_context->makeCurrent(this); // clear the screen and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, m_points); glColorPointer(3,GL_FLOAT,0,m_colours); glDrawArrays(GL_TRIANGLES, 0, s_numPoints/3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); // finally swap the buffers to make visible m_context->swapBuffers(this); } Problems • Each frame the client (our program) has to send the data to • Although this method works, it is still slow. the server (GPU) • If we increase the s_numPoints constant to about 3000 the program slows to a halt • We really need to create a faster method of doing things Vertex Buffer Objects • The idea behind VBOs is to provide regions of memory (buffers) accessible through identifiers. • A buffer is made active through binding, following the same pattern as other OpenGL entities such as display lists or textures. • Data is effectively stored on the GPU for execution and this greatly increases the speed of drawing. VBO Allocation and process Draw VBO (many times) Create VBO (once) Enable Arrays Get a Buffer ID Data deleted once bound Vertex Data Bind Buffer Bind to Buffer set pointer Stored on GPU draw disable Arrays Data Packing • We can pack the data in a number of ways for passing to the VBO • The two simplest schemes are • All Vertex Data - All Normal Data - All Texture Data etc etc • Alternatively we can pack the data by interleaving the data in a number of pre-determined GL formats • For the following examples we will use the 1st format. Grid in OpenGLWindow.h 1 2 3 4 5 6 7 8 9 10 11 12 13 14 /// @brief a simple draw grid function /// @param[in] _size the size of the grid (width and height) /// @param[in] _step sxstep the spacing between grid points /// @param[out] o_dataSize the size of the buffer allocated /// @returns a pointer to the allocated VBO GLuint MakeGrid( GLfloat _size, int _steps, int &o_dataSize ); /// @brief a pointer to our VBO data GLuint m_vboPointer; /// @brief store the size of the vbo data GLint m_vboSize; 1 2 const static float gridSize=1.5; const static int steps=24; 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 // allocate enough space for our verts // as we are doing lines it will be 2 verts per line // and we need to add 1 to each of them for the <= loop // and finally muliply by 12 as we have 12 values per line pair o_dataSize= (_steps+2)*12; float *vertexData= new float[o_dataSize]; // k is the index into our data set int k=-1; // claculate the step size for each grid value float step=_size/(float)_steps; // pre-calc the offset for speed float s2=_size/2.0f; // assign v as our value to change each vertex pair float v=-s2; // loop for our grid values for(int i=0; i<=_steps; ++i) { // vertex 1 x,y,z vertexData[++k]=-s2; // x vertexData[++k]=v; // y vertexData[++k]=0.0; // z Vertex 0 x,y,z Vertex 1 x,y,z vertexData[] V0 X // vertex 2 x,y,z vertexData[++k]=s2; // x vertexData[++k]=v; // y vertexData[++k]=0.0; // z V0 Y // vertex 3 x,y,z vertexData[++k]=v; vertexData[++k]=s2; vertexData[++k]=0.0; V1 Y // vertex 4 x,y,z vertexData[++k]=v; vertexData[++k]=-s2; vertexData[++k]=0.0; // now change our step value v+=step; } Creating Data for vertices V0 Z V1 X V1 Z ..... Binding the data 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 // now we will create our VBO first we need to ask GL for an Object ID GLuint VBOBuffers; // now create the VBO glGenBuffers(1, &VBOBuffers); // now we bind this ID to an Array buffer glBindBuffer(GL_ARRAY_BUFFER, VBOBuffers); // finally we stuff our data into the array object // First we tell GL it's an array buffer // then the number of bytes we are storing (need to tell it's a sizeof(FLOAT) // then the pointer to the actual data // Then how we are going to draw it (in this case Statically as the data will not change) glBufferData(GL_ARRAY_BUFFER, o_dataSize*sizeof(GL_FLOAT) , vertexData, GL_STATIC_DRAW); // now delete // now return we can delete our client side data as we have stored it on the GPU [] vertexData; return the VBO Object pointer to our program so we can use it later for drawing VBOBuffers; • Now we bind the data onto the GPU and once this is done we can delete the client side data as it’s not needed Building the Grid • We must have a valid GL context before we can call this function, and if required we must initialise GLEW void OpenGLWindow::initialize() { m_context->makeCurrent(this); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); m_vboPointer=makeGrid(gridSize,steps,m_vboSize); } Drawing the buffer void OpenGLWindow::render() { if(!m_initialized) { initialize(); m_initialized=true; } // usually we will make this context current and render m_context->makeCurrent(this); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // enable vertex array drawing glEnableClientState(GL_VERTEX_ARRAY); // bind our VBO data to be the currently active one glBindBuffer(GL_ARRAY_BUFFER, m_vboPointer); // tell GL how this data is formated in this case 3 floats tightly packed starting at the begining // of the data (0 = stride, 0 = offset) glVertexPointer(3,GL_FLOAT,0,0); // draw the VBO as a series of GL_LINES starting at 0 in the buffer and _vboSize*GLfloat glDrawArrays( GL_LINES, 0, m_vboSize); // now turn off the VBO client state as we have finished with it glDisableClientState(GL_VERTEX_ARRAY); // finally swap the buffers to make visible m_context->swapBuffers(this); } Vertex arrays • To enable the use of vertex arrays we need very few steps as shown below 1. Invoke the function glEnableClientState(GL_VERTEX_ARRAY); to activate the vertex-array feature of OpenGL 2. Use the function glVertexPointer to specify the location and data format for the vertex co-ordinates 3. Display the scene using a routine such as glDrawArraysInstancedARB A Cube • This cube has vertex colours and vertex normals Cube Vertices 1 2 3 4 5 6 7 8 9 // vertex coords array GLfloat vertices[] = { 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, 1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, -1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, -1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, 1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 }; // // // // // // v0-v1-v2-v3 v0-v3-v4-v5 v0-v5-v6-v1 v1-v6-v7-v2 v7-v4-v3-v2 v4-v7-v6-v5 V6 V5 • V1 The array above stores the vertices for a unit cube in face order of quads V0 V7 V4 V2 V3 Vertex Normals 1 2 3 4 5 6 7 8 9 // normal array GLfloat normals[] = { 0, 0, 1, 1, 0, 0, 0, 1, 0, -1, 0, 0, 0,-1, 0, 0, 0,-1, }; 0, 0, 1, 0, 0, 1, -1, 0, 0,-1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0,-1, 0, 0,-1, 0, -1, 0, 0,-1, 0, 0,-1 // // // // // // v0-v1-v2-v3 v0-v3-v4-v5 v0-v5-v6-v1 v1-v6-v7-v2 v7-v4-v3-v2 v4-v7-v6-v5 • This array stores the normals for each vertex Vertex Colour Array 1 2 3 4 5 6 7 8 9 10 // color array GLfloat colours[] = { 1,1,1, 1,1,1, 1,1,1, 1,1,0, 0,0,0, 0,0,1, 1,1,0, 1,0,1, 0,1,1, 0,1,0, 0,0,1, 0,0,0, 1,0,0, 0,0,1, 0,1,0, 0,0,0, 1,0,1, 0,1,0, 1,0,1, 0,1,1, 1,1,0, 1,0,0, 1,0,0, 0,1,1 // // // // // // v0-v1-v2-v3 v0-v3-v4-v5 v0-v5-v6-v1 v1-v6-v7-v2 v7-v4-v3-v2 v4-v7-v6-v5 }; • Array of colour values for each vertex these will be interpolated across the faces Assigning the data • In this case we have 3 different arrays which we are going to combine into one VBO buffer. • Vertices -> Normal -> Colour • First we have to allocate enough space for all 3 arrays • The data will be packed in the format void GLWindow::createCube(GLfloat _scale,GLuint &o_vboPointer) { // first we scale our vertices to _scale for(int i=0; i<24*3; ++i) { vertices[i]*=_scale; } // now create the VBO glGenBuffers(1, &o_vboPointer); // now we bind this ID to an Array buffer glBindBuffer(GL_ARRAY_BUFFER, o_vboPointer); // this time our buffer is going to contain verts followed by normals // so allocate enough space for all of them glBufferData(GL_ARRAY_BUFFER, 72*3*sizeof(GL_FLOAT) , 0, GL_STATIC_DRAW); // now we copy the data for the verts into our buffer first glBufferSubData(GL_ARRAY_BUFFER,0,24*3*sizeof(GL_FLOAT),vertices); // now we need to tag the normals onto the end of the verts glBufferSubData(GL_ARRAY_BUFFER,24*3*sizeof(GL_FLOAT),24*3*sizeof(GL_FLOAT),normals); // now we need to tag the colours onto the end of the normals glBufferSubData(GL_ARRAY_BUFFER,48*3*sizeof(GL_FLOAT),24*3*sizeof(GL_FLOAT),colours); } void OpenGLWindow::render() { // usually we will make this context current and render m_context->makeCurrent(this); GLubyte indices[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; // this macro is used to define the offset into the VBO data for our normals etc // it needs to be a void pointer offset from 0 #define BUFFER_OFFSET(i) ((float *)NULL + (i)) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); static int xrot=0; static int yrot=0; glRotatef(xrot++,1,0,0); glRotatef(yrot++,0,1,0); // enable vertex array drawing glEnableClientState(GL_VERTEX_ARRAY); // enable Normal array glEnableClientState(GL_NORMAL_ARRAY); // enable the colour array glEnableClientState(GL_COLOR_ARRAY); // bind our VBO data to be the currently active one glBindBuffer(GL_ARRAY_BUFFER, m_vboPointer); // we need to tell GL where the verts start glVertexPointer(3,GL_FLOAT,0,0); // now we tell it where the nornals are (thes are basically at the end of the verts glNormalPointer(GL_FLOAT, 0,BUFFER_OFFSET(24*3)); // now we tell it where the colours are (thes are basically at the end of the normals glColorPointer(3,GL_FLOAT, 0,BUFFER_OFFSET(48*3)); glDrawElementsInstancedARB(GL_QUADS,24,GL_UNSIGNED_BYTE,indices,1); // now turn off the VBO client state as we have finished with it glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glPopMatrix(); // finally swap the buffers to make visible m_context->swapBuffers(this); } Vertex Array Objects • Internally ngl:: uses Vertex Array Objects (VAOs) to store and draw all of the graphical elements • ngl::VertexArrayObject class encapsulates all the functionality for creating these objects and then binding and drawing them • This class may also be used to batch data for drawing in user programs and is the main way of accessing drawing in ngl Vertex Array Object • The OpenGL spec defines a VAO as This extension introduces named vertex array objects which encapsulate vertex array state on the client side. These objects allow applications to rapidly switch between large sets of array state. In addition, layered libraries can return to the default array state by simply creating and binding a new vertex array object. • VAOs are a collection of state, like all OpenGL Objects. • Unlike texture objects or Buffer Objects,VAOs are pure state objects; they do not contain any large blocks of data or anything. • VAO If you were to define the VAO state in terms of a C structs, it would look like the following struct VertexAttribute { bool bIsEnabled = GL_FALSE; //This is the number of elements in this attribute, 1-4. int iSize = 4; unsigned int iStride = 0; VertexAttribType eType = GL_FLOAT; bool bIsNormalized = GL_FALSE; bool bIsIntegral = GL_FALSE; void * pBufferObjectOffset = 0; BufferObject * pBufferObj = 0; }; struct VertexArrayObject { BufferObject *pElementArrayBufferObject = NULL; VertexAttribute attributes[GL_MAX_VERTEX_ATTRIB]; } VAO • Once allocated we can use less commands to re-activate the state and • VAO basically store the state and attribute information for other buffers draw (usually 3) Generate VAO • Once bound subsequent operations are applied to the currently bound • GenVertexArrays generates n empty vertex array objects object GLuint m_vaoID[2]; // Two VAOs allocation glGenVertexArrays(2, &m_vaoID[0]); // First VAO setup glBindVertexArray(m_vaoID[0]); VOA glGenBuffers(1, &m_vboID[2]); glBindBuffer(GL_ARRAY_BUFFER, m_vboID[2]); glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vert2, GL_STATIC_DRAW); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glBindVertexArray(0); • Normal VBO operations are done now the VAO is bound, all state allocated in this operations is retained in the VAO Drawing // select first VAO glBindVertexArray(m_vaoID[0]); // draw first object glDrawArrays(GL_TRIANGLES, 0, 3); • Fist we bind the VAO which will set the stored attribute state into the current state • Then draw as usual ngl::VertexArrayObject VertexArrayObject - m_drawMode : GLenum - m_indicesCount : GLenum - m_id : GLuint - m_allocated : bool - m_indexed : bool - m_bound : bool - VertexArrayObject(_mode : GLenum) - VertexArrayObject(_v : VertexArrayObject) - ~VertexArrayObject() + createVOA(_mode : GLenum ) : VertexArrayObject * + bind() + unbind() + removeVOA() + getID() : GLuint + isBound() : bool + isAllocated() : bool + setData(_size : uint, &_data : float, _mode=: GLenum ) + setIndexedData(_size : uint, &_data : float, _indexSize : uint, &_indexData : GLubyte , _mode: GLenum ) + setVertexAttributePointer(_id : GLuint,_size : GLint,_type : GLenum, _stride : GLsizei,_dataOffset : uint,_normalise : bool) + draw() + setNumIndices(_n : GLuint) ngl::VertexArrayObject • First thing you will notice about this class is that the constructor and destructor are private • This means it is not possible for the user to instantiate the class directly • We need to do this as the lifetime of the VAO needs to be controlled and not be destroyed when it goes out of scope • We also need to control the construction so it passes the correct values to the VAO and this is not possible using a ctor Building a VAO • per vertex data • indexed data • The first example demonstrates using the VAO to build a cube using • There are two methods of using the VAO class Triangles, by setting the vertex and vertex colour as attributes data Index values point into the vert and colour arrays indicating which elements make up the face triangles const static GLubyte indices[]= { 0,1,5,0,4,5, // back 3,2,6,7,6,3, // front 0,1,2,3,2,0, // top 4,5,6,7,6,4, // bottom 0,3,4,4,7,3, // Left 1,5,2,2,6,5 // Right }; GLfloat vertices[] = { -1,1,-1, 1,1,-1, 1,1,1, -1,1,1, -1,-1,-1, 1,-1,-1, 1,-1,1, -1,-1,1 }; GLfloat colours[]={ 1,0,0, 0,1,0, 0,0,1, 1,1,1, 0,0,1, 0,1,0, 1,0,0, 1,1,1 }; // create a vao as a series of GL_TRIANGLES m_vao= ngl::VertexArrayObject::createVOA(GL_TRIANGLES); m_vao->bind(); // in this case we are going to set our data as the vertices above m_vao->setIndexedData(8*sizeof(ngl::Vec3),vertices[0],sizeof(indices),indices[0]); // now we set the attribute pointer to be 0 (as this matches vertIn in our shader) m_vao->setVertexAttributePointer(0,3,GL_FLOAT,0,0); m_vao->setIndexedData(8*sizeof(ngl::Vec3),colours[0],sizeof(indices),indices[0]); // now we set the attribute pointer to be 0 (as this matches vertIn in our shader) m_vao->setVertexAttributePointer(1,3,GL_FLOAT,0,0); m_vao->setNumIndices(sizeof(indices)); // now unbind m_vao->unbind(); shader->bindAttribute("ColourShader",0,"inVert"); shader->bindAttribute("ColourShader",1,"inColour"); #version 150 /// @brief Model View Projection Matrix uniform mat4 MVP; in vec3 inVert; in vec3 inColour; out vec3 vertColour; void main(void) { // calculate the vertex position gl_Position = MVP*vec4(inVert, 1.0); vertColour=inColour; } Shaders attribute 0 in Vert attribute 1 in Colour MVP calculated in app and passed to shader vertColour passed to frag shader #version 150 in vec3 vertColour; out vec4 outColour; void main () { // set the fragment colour outColour = vec4(vertColour,1); } Drawing // clear the screen and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // build our transform stack ngl::Transformation trans; // set the mouse rotation trans.setRotation(m_spinXFace,m_spinYFace,0); // set this in the TX stack m_transformStack.setGlobal(trans); ngl::ShaderLib *shader=ngl::ShaderLib::instance(); (*shader)["ColourShader"]->use(); ngl::Matrix MVP; MVP=m_cam->getVPMatrix() * m_transformStack.getCurrAndGlobal().getMatrix(); shader->setShaderParamFromMatrix("MVP",MVP); m_vao->bind(); m_vao->draw(); m_vao->unbind(); Creating a vertex structure • This example passes the following structure to the VAO class and creates a textured Sphere struct vertData { GLfloat u; GLfloat v; GLfloat nx; GLfloat ny; GLfloat nz; GLfloat x; GLfloat y; GLfloat z; }; // first we grab an instance of our VOA class as a TRIANGLE_STRIP m_vaoSphere= ngl::VertexArrayObject::createVOA(GL_TRIANGLE_STRIP); // next we bind it so it's active for setting data m_vaoSphere->bind(); // the next part of the code calculates the P,N,UV of the sphere for tri_strips int buffSize; float theta1 = 0.0; float theta2 = 0.0; float theta3 = 0.0; float radius=1.0; float precision=80; // a std::vector to store our verts, remember vector packs contiguously so we can use it buffSize = (precision/2) * ((precision+1)*2); std::vector <vertData> data(buffSize); // calculate how big our buffer is // Disallow a negative number for radius. if( radius < 0 ) { radius = -radius; } // Disallow a negative number for _precision. if( precision < 4 ) { precision = 4; } // now fill in a vertData structure and add to the data list for our sphere vertData d; unsigned int index=0; for( int i = 0; i < precision/2; ++i ) { theta1 = i * ngl::TWO_PI / precision - ngl::PI2; theta2 = (i + 1) * ngl::TWO_PI / precision - ngl::PI2; for( int j = 0; j <= precision; ++j ) { theta3 = j * ngl::TWO_PI / precision; d.nx = cosf(theta2) * cosf(theta3); d.ny = sinf(theta2); d.nz = cosf(theta2) * sinf(theta3); d.x = radius * d.nx; d.y = radius * d.ny; d.z = radius * d.nz; d.u d.v = (j/(float)precision); = 2*(i+1)/(float)precision; data[index++]=d; d.nx = cosf(theta1) * cosf(theta3); d.ny = sinf(theta1); d.nz = cosf(theta1) * sinf(theta3); d.x = radius * d.nx; d.y = radius * d.ny; d.z = radius * d.nz; d.u = (j/(float)precision); d.v = 2*i/(float)precision; data[index++]=d; } // end inner loop }// end outer loop use a std::vector to store the data as we pre-calculate the size we can just allocate and treat as normal array loop and create the data values as a tri strip // now we have our data add it to the VAO, we need to tell the VAO the following // how much (in bytes) data we are copying // a pointer to the first element of data (in this case the address of the first element of the // std::vector m_vaoSphere->setData(buffSize*sizeof(vertData),data[0].u); // // // // // // // // // in this case we have packed our data in interleaved format as follows u,v,nx,ny,nz,x,y,z If you look at the shader we have the following attributes being used attribute vec3 inVert; attribute 0 attribute vec2 inUV; attribute 1 attribute vec3 inNormal; attribure 2 so we need to set the vertexAttributePointer so the correct size and type as follows vertex is attribute 0 with x,y,z(3) parts of type GL_FLOAT, our complete packed data is sizeof(vertData) and the offset into the data structure for the first x component is 5 (u,v,nx,ny,nz)..x m_vaoSphere->setVertexAttributePointer(0,3,GL_FLOAT,sizeof(vertData),5); // uv same as above but starts at 0 and is attrib 1 and only u,v so 2 m_vaoSphere->setVertexAttributePointer(1,2,GL_FLOAT,sizeof(vertData),0); // normal same as vertex only starts at position 2 (u,v)-> nx m_vaoSphere->setVertexAttributePointer(2,3,GL_FLOAT,sizeof(vertData),2); // now we have set the vertex attributes we tell the VAO class how many indices to draw when // glDrawArrays is called, in this case we use buffSize (but if we wished less of the sphere to be drawn we could // specify less (in steps of 3)) m_vaoSphere->setNumIndices(buffSize); // finally we have finished for now so time to unbind the VAO m_vaoSphere->unbind(); example • As the data stored in a std::vector is always contiguous we can use it to pass our data to the VAO • In this case we can pre-calculate the size of the array needed which is • We just need to pass the address of the first element in the structure quicker than using push_back What Next • We have used several deprecated features in this lecture but they serve to easily demonstrate the OpenGL process • Next time we will investigate the OpenGL shading language and begin to learn some other elements of the pipeline • We can then combine them to produce a full Core profile OpenGL application references • http://www.opengl.org/wiki/Vertex_Array_Object • http://www.opengl.org/registry/specs/ARB/vertex_array_object.txt References • Segal M, Akeley K The OpenGL Graphics System: A Specification (Version 4.0 (Core Profile) - March 11, 2010) • F S. Hill Computer Graphics Using Open GL (3rd Edition) • Shreiner Et Al OpenGL Programming Guide: The Official Guide to Learning OpenGL • Foley & van Dam Computer Graphics: Principles and Practice in C (2nd Edition) • (Redbook online) http://fly.cc.fer.hr/~unreal/theredbook/