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OpenGL进阶(八) – GLSL入门

2013年10月12日 ⁄ 综合 ⁄ 共 8863字 ⁄ 字号 评论关闭

简介

        随着图形硬件的发展,渲染管线由固定不可更改想着可编程和更平滑的方向不断发展。越来越多的基于GPU的编程语言开始出现,cg,cuda,各种着色语言等等。

        今天要介绍的就是和OpenGL结合非常紧密的GLSL(OpenGL Shading Language). 通过OpenGL的API我们可以绘制图元,变换图形等等,当并不能改变基础的渲染管线。在OpenGL中使用GLSL,就能将渲染管线中固定的功能阶段转变成可编程的。

        编程环境:Ubuntu12.04 32bit  GTX480

GLSL简介

         OpenGL着色语言(GLSL――OpenGL Shading Language)是用来在OpenGL中着色编程的语言,也即开发人员写的短小的自定义程序,他们是在图形卡的GPU (Graphic Processor Unit图形处理单元)上执行的,代替了固定的渲染管线的一部分。比如:视图转换、投影转换等。GLSL(GL Shading Language)的着色器代码分成2个部分:Vertex Shader(顶点着色器)和Fragment(片断着色器),有时还会有Geometry Shader(几何着色器)。负责运行顶点着色的是顶点着色器。它可以得到当前OpenGL
中的状态,GLSL内置变量进行传递。它拥有一下的一些特点:

1.是一种高级的过程式语言;

2.作为OpenGL标准的一个部分,也就意味着开源,跨平台;

3.基于C和C++的语法和流程控制;

4.天然支持向量和矩阵的运算;

5.比C和C++更加严格的变量控制;

6.使用变量来处理输入和输出而不是读写文档;

7.Shader的长度并没有限制,也没有必要去查询。

     为什要使用OpenGL shader?

1.增加材料的真材实感 - 石头,草地,木头等等;

2.增加光照效果的真材实感 - 面光源,软阴影等等;

3.高级的渲染效果 - 全局照明,光线追踪等等;

4.非真实的材质 - 模拟画笔效果,钢笔绘制效果等等;

5.阶段贴图 - 动态生成2D和3D的纹理,而不是静态的图像;

6.图像处理 - 卷积,遮罩,复杂混合等;

7.动态效果 - 关键帧插值,粒子系统,动画;

8.可编程反走样方法;

9.通用计算 - 排序,数学建模,流体计算;

这些特性在使用opengl的时候可能可以去实现,但是都会有些局限,而现在,通过shader,我们可以通过显卡的硬件加速来显著增加渲染的速度,同时可以解放CPU。

写一个简单的Shader

首先来看一下电脑的OpenGL环境,终端运行:

glxinfo | grep OpenGL

基于SDL的OpenGL已经安装好(参考这里:SDL入门学习),接下来需要安装一下OpenGL的扩展库。

sudo apt-get install glew-utils libglew1.6

这次先绘制一个简单的矩形。

在工程文件夹下创建一个basic.vert,作为vertex shader.

#version 400
in vec3 VertexPosition;
in vec3 VertexColor;
out vec3 Color;
void main()
{
	Color = VertexColor;
	gl_Position = vec4( VertexPosition, 1.0);
}

·in – for input parameters
·out – for outputs of the function. The returnstatement is also an option for sending the result of a function.
·inout – for parameters that are both input andoutput of a function (新版本的GLSL似乎已经废除)

再创建一个basic.frag,作为fragment shader.

#version 400
void main(void)
{
	gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}

创建main.c,代码如下:

/*****************************************************************************
Copyright: 2013, ustc All rights reserved.
contact:k283228391@126.com
File name: main.c
Description:Using opengl shading language in SDL.
Author:Silang Quan
Version: 1.0
Date: 2013.7.30
*****************************************************************************/
#include <SDL/SDL.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>


const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT =800;
const int SCREEN_BPP = 32;
SDL_Surface *screen;
//Whether the window is windowed or not
bool windowed;
//Whether the window is fine
bool windowOK;
//Handler for GLSL program
GLuint programHandle;
GLuint vShader;
GLuint fShader;

void quit( int code )
{
    SDL_Quit( );
    /* Exit program. */
    exit( code );
}

char *textFileRead(char *fn) {
 
    FILE *fp;
    char *content = NULL;
 
    int count=0;
 
    if (fn != NULL) {
        fp = fopen(fn,"rt");
 
        if (fp != NULL) {
 
      fseek(fp, 0, SEEK_END);
      count = ftell(fp);
      rewind(fp);
 
            if (count > 0) {
                content = (char *)malloc(sizeof(char) * (count+1));
                count = fread(content,sizeof(char),count,fp);
                content[count] = '\0';
            }
            fclose(fp);
        }
    }
    return content;
}

void toggle_fullscreen()
{
	//If the screen is windowed
	if( windowed == true )
	{
		//Set the screen to fullscreen
		screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL|SDL_RESIZABLE| SDL_FULLSCREEN );

		//If there's an error
		if( screen == NULL )
		{
			windowOK = false;
			return;
		}

		//Set the window state flag
		windowed = false;
	}
	//If the screen is fullscreen
	else if( windowed == false )
	{
		//Window the screen
		screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL|SDL_RESIZABLE );

		//If there's an error
		if( screen == NULL )
		{
			windowOK = false;
			return;
		}

		//Set the window state flag
		windowed = true;
	}
}

void handleKeyEvent( SDL_keysym* keysym )
{
    switch( keysym->sym )
	{
    case SDLK_ESCAPE:
        quit( 0 );
        break;
    case SDLK_SPACE:
        break;
    case SDLK_F1:
		toggle_fullscreen();
		break;
    default:
        break;
    }
}

void resizeGL(int width,int height)
{
    if ( height == 0 )
    {
        height = 1;
    }
    //Reset View
    glViewport( 0, 0, (GLint)width, (GLint)height );
    //Choose the Matrix mode
    glMatrixMode( GL_PROJECTION );
    //reset projection
    glLoadIdentity();
    //set perspection
    gluPerspective( 45.0, (GLfloat)width/(GLfloat)height, 0.1, 100.0 );
    //choose Matrix mode
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();
}

void handleEvents()
{
    // Our SDL event placeholder.
    SDL_Event event;
    //Grab all the events off the queue.
    while( SDL_PollEvent( &event ) ) {
        switch( event.type ) {
        case SDL_KEYDOWN:
            // Handle key Event
            handleKeyEvent( &event.key.keysym );
            break;
        case SDL_QUIT:
            // Handle quit requests (like Ctrl-c).
            quit( 0 );
            break;
        case SDL_VIDEORESIZE:
			//Handle resize event
            screen = SDL_SetVideoMode(event.resize.w, event.resize.h, 16,
                                      SDL_OPENGL|SDL_RESIZABLE);
            if ( screen )
            {
                resizeGL(screen->w, screen->h);
            }
            break;
        }
    }
}

void initSDL(int width,int height,int bpp,int flags)
{
    // First, initialize SDL's video subsystem.
    if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
    {
        fprintf( stderr, "Video initialization failed: %s\n",
                 SDL_GetError( ) );
        quit( 1 );
    }
    atexit(SDL_Quit);
	//Set some Attribute of OpenGL in SDL
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

    //Set the video mode
    screen= SDL_SetVideoMode( width, height, bpp,flags);
    if(!screen )
    {
        fprintf( stderr, "Video mode set failed: %s\n",SDL_GetError( ) );
        quit( 1 );
    windowed=false;
	}
	else windowed=true;
    resizeGL(screen->w, screen->h);
    //Set caption
    SDL_WM_SetCaption( "OpenGL Shading Language Test", NULL );
    

}

void initShader()
{
	
	vShader = glCreateShader( GL_VERTEX_SHADER );
	fShader = glCreateShader( GL_FRAGMENT_SHADER );
	printf("Here\n");
	if(0 == vShader || 0 == fShader)
	{
		fprintf(stderr, "Error creating vertex shader.\n");
		quit(1);
	}
	
	GLchar* vShaderCode = textFileRead("basic.vert");
	GLchar* fShaderCode = textFileRead("basic.frag");
	const GLchar* vCodeArray[1] = {vShaderCode};
	const GLchar* fCodeArray[1] = {fShaderCode};
	glShaderSource(vShader, 1, vCodeArray, NULL);
	glShaderSource(fShader, 1, fCodeArray, NULL);
	
	glCompileShader(vShader);
	glCompileShader(fShader);
	free(vShaderCode);
	free(fShaderCode);
	//const GLchar* codeArray[] = {shaderCode};
	//Check the compile result
	GLint logLen;
	glGetShaderiv(vShader, GL_INFO_LOG_LENGTH, &logLen);
	if(logLen > 0)
	{
		char *log = (char *)malloc(logLen);
		GLsizei written;
		glGetShaderInfoLog(vShader, logLen, &written, log);
		printf("Shader compile error log: %s\n",log);
		free(log);
	}
	
	programHandle = glCreateProgram();
	if(0 == programHandle)
	{
		fprintf(stderr, "Error creating programHandle.\n");
		quit(1);
	}
	
	glAttachShader(programHandle, vShader);
	glAttachShader(programHandle, fShader);
	glLinkProgram(programHandle);
	//glUseProgram(programHandle);
}

void freeShader()
{
	glDetachShader(programHandle, fShader);
	glDetachShader(programHandle, vShader);
	glDeleteShader(fShader);
	glDeleteShader(vShader);
	//glDetachShader(fShader);
	//glDetachShader(vShader);
	//glDetachShader(programHandle);
}
void renderGL()
{
	/* These are to calculate our fps */
    static GLint T0     = 0;
	static GLint Frames = 0;
    // Clear the color and depth buffers.
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    // We don't want to modify the projection matrix. */
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity( );
    // Move down the z-axis.
    glTranslatef( 0.0, 0.0, -5.0 );
	//Draw a square
    glUseProgram(programHandle);
    glBegin(GL_QUADS);
            glVertex2f(-0.5f, -0.5f);
            glVertex2f( 0.5f, -0.5f);
            glVertex2f( 0.5f,  0.5f);
            glVertex2f(-0.5f,  0.5f);
    glEnd();
        // Unbind shader
    glUseProgram(0);
    SDL_GL_SwapBuffers( );
    
    /* Gather our frames per second */
    Frames++;
    {
	GLint t = SDL_GetTicks();
	if (t - T0 >= 5000) {
	    GLfloat seconds = (t - T0) / 1000.0;
	    GLfloat fps = Frames / seconds;
	    printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
	    T0 = t;
	    Frames = 0;
	}
    }
}

void initGL( int width, int height )
{
    float ratio = (float) width / (float) height;
    // Our shading model--Gouraud (smooth).
    glShadeModel( GL_SMOOTH );
    // Set the clear color.
    glClearColor( 0, 0, 0, 0 );
    // Setup our viewport.
    glViewport( 0, 0, width, height );
    //Change to the projection matrix and set our viewing volume.
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    gluPerspective( 60.0, ratio, 1.0, 100.0 );
}

int main( int argc, char* argv[] )
{

	// Color depth in bits of our window.
	int flags= SDL_OPENGL|SDL_RESIZABLE;
	//Set the SDL
	initSDL(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,flags);
	if(glewInit() != GLEW_OK) exit(EXIT_FAILURE);
	//Init vertext shader
	initShader();
	//Set the OpenGL
	initGL(SCREEN_WIDTH, SCREEN_HEIGHT );

    //main loop
    while(true)
	{
        /* Process incoming events. */
        handleEvents( );
        /* Draw the screen. */
        renderGL( );
    }
    // Free Shader
    freeShader();
    return 0;
}

主要是增加了几个关于Shader的函数,initShader用于shader的初始化,freeShader用于删除shader,释放内存。使用shader之前还需要调用glewInit来初始化glew。

终端编译命令:

g++ main.c -o main -lSDL -lGL -lGLU -lGLEW


解释一下几个相关的API。

GLuint glCreateShader(GLenum shaderType);
Parameter:

shaderType – GL_VERTEX_SHADER, GL_GEOMETRY_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, or GL_FRAGMENT_SHADER.
Return Value:

the shader handler

void glShaderSource(GLuint shader, int numOfStrings, const char **strings, int *lengthOfStrings);
Parameters:

shader – the handler to the shader.
numOfStrings – the number of strings in the array.
strings – the array of strings.
lengthOfStrings – an array with the length of each string, or NULL, meaning that the strings are NULL terminated.

void glCompileShader(GLuint shader);
Parameters:

shader – the handler to the shader.

void glUseProgram(GLuint program);
 Installs a program object as part of current rendering state
Parameters:
program
Specifies the handle of the program object whose executables are to be used as part of current rendering state.

...

整个opengl程序执行的流程如下:

更多函数参考OpenGL reference - http://www.opengl.org/sdk/docs/man/

参考

OpenGL 4.0 Shading Language Cookbook

GLSL Core Tutorial – Creating a Shader - http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/creating-a-shader/

Hello GLSL - http://sindney.com/blog/posts/hello-glsl/

OpenGL reference - http://www.opengl.org/sdk/docs/man/

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