Graphic Pipeline & Lighting
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1 Master Computer Science University Paris-Sud Open GL & GLSL Course Graphic Pipeline & Lighting Christian Jacquemin
2 Graphic Pipeline - Lighting (I) Graphic Pipeline
3 Graphic Pipe-line 4 types of shaders: vertex shader (geometry: vertices + attributes) tessellation shader (surface subdivision) geometry shader (geometrical expansion of a primitive) fragment shader (pixel rendering) main operations vertex processing (position, normals...): vertex shader + optional geometry shader tesselation (only if tesselation shader) primitive assembly (eg triangles) clipping and culling rasterization fragment processing: fragment shader
4 Graphic Pipe-line From
5 Shader compiling shaders are dynamically compiled they can be described as in-line code external files each shader is compiled separately they are joined into a single shader program (in and out variables should match to be passed along between shaders) there can only be one shader of each type there must be minimally one vertex shader and one fragment shader
6 Shader compiling // loading and compiling the vertex shader unsigned int vs = glcreateshader(gl_vertex_shader); loadshader( "sphere VS.glsl", vs); glcompileshader (vs); // loading and compiling the geometry shader unsigned int fs = glcreateshader(gl_fragment_shader); loadshader( "sphere FS.glsl", fs); glcompileshader (fs); // attaching them both to a shader program unsigned int shader_programme = glcreateprogram (); glattachshader (shader_programme, fs); glattachshader (shader_programme, vs); gllinkprogram (shader_programme);
7 Vertex shader #version 400 // input varyings layout(location = 0) in vec3 vp; layout(location = 1) in vec3 norm; layout(location = 2) in vec2 texcoord; // uniforms uniform mat4 modelmatrix; uniform mat4 viewmatrix; uniform mat4 projectionmatrix; uniform vec3 light; // outputs out vec3 normalout; out vec2 texcoordout; out vec3 lightout; void main () { normalout = norm; texcoordout = texcoord; lightout = (inverse(modelmatrix) * vec4(light,0.0)).xyz; gl_position = projectionmatrix * viewmatrix * modelmatrix * vec4(vp,1.0); };
8 Vertex Shader inputs varying vertex attributes (has to give their position) these variables must be used to be seen by the compiler inputs uniforms from the C++ program performs transformation of vertex coordinates in projection (clip) space and outputs it in gl_position: here: MVP transformation of vertex coordinates through Model, View, and Projection matrices optionally makes geometrical transformations, per vertex lighting... output variables for the next pipelined shader (here the geometry shader): the output variables are interpolated by the rasterizer
9 Vertex Shader case study in more detail lightout = (inverse(modelmatrix) * vec4(light,0.0)).xyz; outputs the light vector in the object space for the fragment shader (because light is fixed in world space) normalout = norm; texcoordout = texcoord; copies the normal and the texture coordinate to the fragment shader which receives these per-vertex output values interpolated gl_position = projectionmatrix * viewmatrix * modelmatrix * vec4(vp,1.0); computes the position of the vertex in the projection space
10 #version 400 Fragment shader // input varyings in vec3 normalout; in vec2 texcoordout; in vec3 lightout; // uniforms uniform sampler2drect planetesurface; // output color layout(location = 0) out vec4 frag_colour; void main () { // texture lookup frag_colour = texture( planetesurface, texcoordout * vec2(1440,720) ); // color output frag_colour.rgb *= max(0.0,dot(normalout,normalize(lightout))); };
11 Fragment Shader user-defined inputs from the last vertex processing stage (vertex shader if no other shader than vertex & fragment shaders) user-defined inputs are interpolated inputs uniforms from the C++ program system input: in vec4 gl_fragcoord; output variables // location of the fragment // in the window space(z=depth) frame buffer output with single attachment: unique out variable, no need for location. general case: several outputs that are assigned to different fragment colors (the colors are defined through the gldrawbuffers command). Providing the location is necessary to avoid unpredictable results. layout(location = 0) out vec4 diffusecolor; layout(location = 1) out vec4 specularcolor; notion of Mutiple Rendering Targets (MRTs) to be used with Frame Buffer Objects (FBOs)
12 Fragment Shader case study in more detail uniform sampler2drect planetesurface; inputs a rectangular texture ID frag_colour = texture( planetesurface, texcoordout * vec2(1440,720) ); reads texel at texture coordinates ([0,1] coordinates must be multiplied by the size of the texture for rectangular textures) frag_colour.rgb *= max(0.0, dot(normalout,normalize(lightout))); multiplies the texture color by the lighting attenuation due to Lambert law.
13 Binding Vertex Attributes Attributes Binding according to their position: glvertexattribpointer index of the vertex attribute size of the vertex attribute (1 to 4) type of the vertex attribute: e.g. GL_FLOAT normalized? stride: offset between two consecutive vertex attributes inside the buffer offset of the pointer to the first attribute C code for vertex attributes // vertex positions are at location 0 glbindbuffer (GL_ARRAY_BUFFER, vbo); glvertexattribpointer (0, 3, GL_FLOAT, GL_FALSE, 0, (Glubyte*)NULL); glenablevertexattribarray (0); corresponding vertex shader input variable layout(location = 0) in vec3 vp;
14 Binding Uniform Variables Uniforms Binding according to their ID in the vertex or fragment shader C code for uniform binding // binding uniform_model = glgetuniformlocation(shader_programme, "modelmatrix"); // assignment gluniformmatrix4fv(uniform_model, 1, GL_FALSE, glm::value_ptr(modelmatrix)); corresponding vertex shader input variable uniform mat4 modelmatrix;
15 Graphic Pipeline - Lighting (II) Lighting
16 Lighting Ingredients we only consider reflected light (and not transmitted light) the minimal ingredients for lighting are: normal vector light vector view vector and they should be all computed in the same coordinate system
17 Lighting Model a simple model of lighting is proposed which does not take in consideration the physical reality of a surface made of 3 components ambient lighting uniform lighting disregarding light sources diffuse lighting omnidirectional reflectivity mat surfaces specular lighting reflected light beam diffuse and specular lighting are associated with each light source and cumulated the reflected lights are functions of light source, surface reflectance & geometrical properties
18 Ambient Lighting constant light intensity that only depends on the surface
19 Ambient Lighting
20 Diffuse Lighting omnidirectional light intensity: does not depend on the viewing direction declines from zenith to horizon according to Lambert's law
21 Lambert's cosine law Diffuse Lighting
22 Ambient + Diffuse Lighting
23 Specular Lighting directionally reflected light: maximal in the reflected direction decreases quickly outside the reflected direction
24 Specular Lighting: Phong Model the intensity of the specular lighting decreases as an exponential of a cosine (angle between view and reflection)
25 Ambient + Diffuse + Specular Lighting
26 Lighting: n Sources Generalization sums the contribution of each source light in the scene for non-point light: sums over the whole surface
27 Lighting Interpolation for smooth shading: values at pixels inside a primitive are interpolated from their values at the vertices
28 Lighting Interpolation Gouraud vs Phong lighting: Gouraud: calculates lighting at the vertices and interpolates inside the triangle (OpenGL old style ) Phong: calculates lighting at the pixels from interpolated values of components (normals)
29 More Accurate Local Lighting Model: BRDF a better lighting models calculates the lighting as a sum over the half sphere of incoming light direction & intensity outgoing light direction + normal, view and surface properties
30 Phong Diffuse Lighting: Vertex Shader implementation Lighting is computed inside the fragment shader from interpolated components passed by vertex shader
31 Phong Diffuse Lighting: Vertex Shader implementation Phong diffuse lighting interpolation (vertex shader) normal is passed to fragment shader (normal interpolation) light is passed to fragment shader (considered as parallel light (eg sun)) normalout = norm; lightout = (inverse(modelmatrix) * vec4(light,0.0)).xyz;
32 Phong Diffuse Lighting: Fragment Shader implementation Phong diffuse lighting interpolation (fragment shader) diffuse lighting is computed from interpolated variables frag_colour.rgb *= max(0.0, dot(normalout,normalize(lightout))); similarly, specular lighting is computed at each pixel from interpolated pixel position, camera position, view and light vector. vec3 VertexToEye = normalize(positionout eyeout); vec3 LightReflect = normalize(reflect(lightout, normalout)); float SpecularFactor = dot(vertextoeye, LightReflect); SpecularFactor = max(0.0,pow(specularfactor, 60))*0.5; frag_colour.rgb += vec3(specularfactor);
33 Animation + Height Coloring
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