Get face lighting in "model world" without shaders. OpenGL - opengl

I have rather simple OpenGL workflow. I just use lists (no shaders attached to them):
glNewList(list, GL.COMPILE);
//add vertices and normals
glEndList();
glCallList(list)
I want to get from OpenGL some information about faces of created object. Especially I need to know if their are on light or not for a given moment of time. Something like glReadPixels but not from framebuffer, but from 3D world.
Is it possible via gl* functions?

Without using any shaders, it is not possible to query any information on the geometry itself. OpenGL is not designed for geometry processing, it is a rendering API.
There are several ways to achieve what you need by using shaders:
Perform the whole computation in a compute shader (probably the option with best performance).
Use geometry shader and transform feedback.
How exactly you would implemented it depends on which data you have and on which computations should be performed.

Related

opengl - possibility of a mirroring shader?

Until today, when I wanted to create reflections (a mirror) in opengl, I rendered a view into a texture and displayed that texture on the mirroring surface.
What i want to know is, are there any other methods to create a mirror in opengl?
And 2. can this be done lonely in shaders (e.g. geometry shader) ?
Ray-tracing. You can write a ray-tracer in the fragment shader (every fragment follows a ray). Ray-tracers can perfectly deal with reflection (mirroring) on all kinds of surfaces.
You can find an OpenGL example here and a WebGL example including mirroring here.
There are no universal way to do that, in any 3D API i know of.
Depending on your case there are several possible techniques with different downsides.
Planar reflections: That's what you are doing already.
Note that your mirror needs to be flat and you have to clip so anything closer than the mirror ins't rendered into the texture.
Good old cubemaps: attach a cubemap to each mirror then sample it in the reflection direction. This works for any surface but you will need to render the cubemaps (which can be done only once if you don't care about moving objects being reflected). I don't think you can do this without shaders but only the mirror will need one. Its a very common technique as it's easy do implement, can be dynamic and fairly cheap while being easy to integrate into an existing engine.
Screen space ray-marching: It's what danny-ruijters suggested. Kind of like SSAO : for each pixel, sample the depth buffer along the reflection vector until you hit something. This has the advantage to be applicable anywhere (on arbitrary complex surfaces) however it can only reflect stuff that appear on screen which can introduce lots of small artifacts but it's completly dynamic and very simple to implement. Note that you will need an additional pass (or rendering normals into a buffer) to access your scene final color in while computing the reflections. You absolutely need shaders for that, but it's post process so it won't interfere with the scene rendering if that's what you fear.
Some modern game engines use this to add small details to reflective surfaces without the burden of having to compute/store cubemaps.
They are probably many other ways to render mirrors but these are the tree main one (at least for what i know) ways of doing reflections.

Difference between tessellation shaders and Geometry shaders

I'm trying to develop a high level understanding of the graphics pipeline. One thing that doesn't make much sense to me is why the Geometry shader exists. Both the Tessellation and Geometry shaders seem to do the same thing to me. Can someone explain to me what does the Geometry shader do different from the tessellation shader that justifies its existence?
The tessellation shader is for variable subdivision. An important part is adjacency information so you can do smoothing correctly and not wind up with gaps. You could do some limited subdivision with a geometry shader, but that's not really what its for.
Geometry shaders operate per-primitive. For example, if you need to do stuff for each triangle (such as this), do it in a geometry shader. I've heard of shadow volume extrusion being done. There's also "conservative rasterization" where you might extend triangle borders so every intersected pixel gets a fragment. Examples are pretty application specific.
Yes, they can also generate more geometry than the input but they do not scale well. They work great if you want to draw particles and turn points into very simple geometry. I've implemented marching cubes a number of times using geometry shaders too. Works great with transform feedback to save the resulting mesh.
Transform feedback has also been used with the geometry shader to do more compute operations. One particularly useful mechanism is that it does stream compaction for you (packs its varying amount of output tightly so there are no gaps in the resulting array).
The other very important thing a geometry shader provides is routing to layered render targets (texture arrays, faces of a cube, multiple viewports), something which must be done per-primitive. For example you can render cube shadow maps for point lights in a single pass by duplicating and projecting geometry 6 times to each of the cube's faces.
Not exactly a complete answer but hopefully gives the gist of the differences.
See Also:
http://rastergrid.com/blog/2010/09/history-of-hardware-tessellation/

Understanding the shader workflow in OpenGL?

I'm having a little bit of trouble conceptualizing the workflow used in a shader-based OpenGL program. While I've never really done any major projects using either the fixed-function or shader-based pipelines, I've started learning and experimenting, and it's become quite clear to me that shaders are the way to go.
However, the fixed-function pipeline makes much more sense to me from an intuitive perspective. Rendering a scene with that method is simple and procedural—like painting a picture. If I want to draw a box, I tell the graphics card to draw a box. If I want a lot of boxes, I draw my box in a loop. The fixed-function pipeline fits well with my established programming tendencies.
These all seem to go out the window with shaders, and this is where I'm hitting a block. A lot of shader-based tutorials show how to, for example, draw a triangle or a cube on the screen, which works fine. However, they don't seem to go into at all how I would apply these concepts in, for example, a game. If I wanted to draw three procedurally generated triangles, would I need three shaders? Obviously not, since that would be infeasible. Still, it's clearly not as simple as just sticking the drawing code in a loop that runs three times.
Therefore, I'm wondering what the "best practices" are for using shaders in game development environments. How many shaders should I have for a simple game? How do I switch between them and use them to render a real scene?
I'm not looking for specifics, just a general understanding. For example, if I had a shader that rendered a circle, how would I reuse that shader to draw different sized circles at different points on the screen? If I want each circle to be a different color, how can I pass some information to the fragment shader for each individual circle?
There is really no conceptual difference between the fixed-function pipeline and the programmable pipeline. The only thing shaders introduce is the ability to program certain stages of the pipeline.
On current hardware you have (for the most part) control over the vertex, primitive assembly, tessellation and fragment stages. Some operations that occur inbetween and after these stages are still fixed-function, such as depth/stencil testing, blending, perspective divide, etc.
Because shaders are actually nothing more than programs that you drop-in to define the input and output of a particular stage, you should think of input to a fragment shader as coming from the output of one of the previous stages. Vertex outputs are interpolated during rasterization and these are often what you're dealing with when you have an in variable in a fragment shader.
You can also have program-wide variables, known as uniforms. These variables can be accessed by any stage simply by using the same name in each stage. They do not vary across invocations of a shader, hence the name uniform.
Now you should have enough information to figure out this circle example... you can use a uniform to scale your circle (likely a simple scaling matrix) and you can either rely on per-vertex color or a uniform that defines the color.
You don't have shaders that draws circles (ok, you may with the right tricks, but's let's forget it for now, because it is misleading and has very rare and specific uses). Shaders are little programs you write to take care of certain stages of the graphic pipeline, and are more specific than "drawing a circle".
Generally speaking, every time you make a draw call, you have to tell openGL which shaders to use ( with a call to glUseProgram You have to use at least a Vertex Shader and a Fragment Shader. The resulting pipeline will be something like
Vertex Shader: the code that is going to be executed for each of the vertices you are going to send to openGL. It will be executed for each indices you sent in the element array, and it will use as input data the correspnding vertex attributes, such as the vertex position, its normal, its uv coordinates, maybe its tangent (if you are doing normal mapping), or whatever you are sending to it. Generally you want to do your geometric calculations here. You can also access uniform variables you set up for your draw call, which are global variables whic are not goin to change per vertex. A typical uniform variable you might watn to use in a vertex shader is the PVM matrix. If you don't use tessellation, the vertex shader will be writing gl_Position, the position which the rasterizer is going to use to create fragments. You can also have the vertex outputs different things (as the uv coordinates, and the normals after you have dealt with thieri geometry), give them to the rasterizer an use them later.
Rasterization
Fragment Shader: the code that is going to be executed for each fragment (for each pixel if that is more clear). Generally you do here texture sampling and light calculation. You will use the data coming from the vertex shader and the rasterizer, such as the normals (to evaluate diffuse and specular terms) and the uv coordinates (to fetch the right colors form the textures). The texture are going to be uniform, and probably also the parameters of the lights you are evaluating.
Depth Test, Stencil Test. (which you can move before the fragment shader with the early fragments optimization ( http://www.opengl.org/wiki/Early_Fragment_Test )
Blending.
I suggest you to look at this nice program to develop simple shaders http://sourceforge.net/projects/quickshader/ , which has very good examples, also of some more advanced things you won't find on every tutorial.

OpenGL Geometry Extrusion with geometry Shader

With the GLE Tubing and Extrusion Library (http://www.linas.org/gle/) I am able to extrude 2D countours into 3D objects using OpenGL. The Library does all the work on the CPU and uses OpenGL immediate mode.
I guess doing the extrusion on the GPU using Geometry Shaders might be faster especially when rendering a lot of geometry. Since I do not yet have any experience with Geometry Shaders in OpenGL i would like to know if that is possible and what I have to pay attention to. Do you think it is a good Idea to move those computations to the GPU and that it will increase performance? It should also be possible to get the rendered geometry back to the CPU from the GPU, possibly using "Render to VBO".
If the geometry indeed changes every frame, you should do it on the GPU.
Keep in mind that every other solution that doesn't rely on the immediate mode will be faster than what you have right now. You might not even have to do it on the GPU.
But maybe you want to use shadow mapping instead, which is more efficient in some cases. It will also make it possible to render shadows for alpha tested objects like grass.
But it seems like you really need the resulting shadow geometry, so I'm not sure if that's an option for you.
Now back to the shadow volumes.
Extracting the shadow silhouette from a mesh using geometry shaders is a pretty complex process. But there's enough information about it on the internet.
Here's an article by Nvidia, which explains the process in detail:
Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders.
Here's another approach (from 2003) which doesn't even require geometry shaders, which could be interesting on low-end hardware:
http://de.slideshare.net/stefan_b/shadow-volumes-on-programmable-graphics-hardware
If you don't need the most efficient solution (using the shadow silhouette), you can also simply extract every triangle of the mesh on it's own. This is very easy using a geometry shader. I'd try that first before trying to implement silhouette extraction on the GPU.
About the "render to VBO" part of your question:
As far as I know there's no way to read the output of the geometry shader back to the CPU. Don't quote me on this, but I've never heard of a way to do this.

Using both programmable and fixed pipeline functionality in OpenGL

I have a vertex shader that transforms vertices to create a fisheye affect. Is is possible to just use just the vertex shader and use fixed pipeline for the fragment portion.
So basically i have an application that doesnt use shaders. I want to apply a fisheye affect using a vertex shader to transform all vertices, and then leave it to the application to take care to lighting, texturing, etc?
If this is not possible, is it possible to get a fisheye affect by messing with the contents of the gl back buffer?
Thanks
If your code is on fixed function, then what you described is a problem - that's why having your graphics code in shaders is good: they let you change anything easily. Remember to use them in your next project. :)
OK, but for this particular I assume that you don't want to rewrite your whole rendering from scratch to shaders now...
You mentioned you want to have a "fisheye effect". Seems like you're lucky, because I believe you don't need shaders for that effect! If we're talking about the same effect, then you can achieve it just by replacing the GL_PROJECTION matrix from OpenGL's fixed function to a perspective matrix with a wider angle of vision.
Yes, it's possible, altough some cards (notably ATI) don't support using a vertex shader without a fragment shader.