How does gl_PointSize work - opengl

Coming from a DX background, I am trying to comprehend exactly what/how gl_PointSize and gl_PointCoord work. I've searched online and the man pages, but haven't had a really good explanation on them. Say I have a 300x300 output buffer, and I defined a vertex shader with 90,000 points, corresponding to every location in the 300x300 buffer (with increments of 1 in each dimension). Now in the vertex shader if I define a gl_PointSize of 2, does it invoke the fragment shader 90,000 times or 360,000 times?? If it's 360,000 times, I can understand what gl_PointCoord represents. But if it's only 90,000 times, does that mean each fragment output then represents 4 pixels? And in this case, what does gl_PointCoord represent? Wouldn't it always be 0.5,0.5 and not really useful??
Thanks

Section 14.4.1 "Basic Point Rasterization" of the OpenGL 4.5 core profile specification states:
Point rasterization produces a fragment for each framebuffer pixel
whose center lies inside a square centered at the point’s (xw; yw),
with side length equal to the current point size.
So in case of a point size > 1, several fragments might be generated. The fragment shader is invoked at least once per fragment. If we keep multisampling out of the picture it is invoked once per fragment, so 360,000 times is the correct answer.
Note that this also ignores the early depth test which might or might not play a role in the scene you describing, as it might discard the fragments before the FS is invoked.
From the same section of the spec:
All fragments produced in rasterizing a point sprite are assigned the
same associated data, which are those of the vertex corresponding to
the point. However, the fragment shader built-in gl_PointCoord
contains point sprite texture coordinates. The s point sprite
texture coordinate varies from zero to one across the point
horizontally left-to-right. If POINT_SPRITE_COORD_ORIGIN is
LOWER_LEFT, the t coordinate varies from zero to one vertically
bottom-to-top. Otherwise if the point sprite texture coordinate origin
is UPPER_LEFT, the t coordinate varies from zero to one vertically
top-to-bottom. [...]
So the point coordinate does exactly represent what you would expect it to represent. Note that this definition means that the point coordinate does not necessarily always end up as 0.5 even if the point size is 1 and no multisampling is used. In that case, the fragment shader is invoked for pixel centers, but the point might not lie exactly on a pixel center, so you will see where exactly in the 1x1 pixel big point you are sampling.

Related

OpenGL - tex coord in fragment shader outside of specified range

I'm trying to draw a rectangle with a texture in OpenGL. I'm simply trying to render an entire .jpg image, so I specify the texture coordinates as [0, 0] to [1, 1] in the vertex buffer. I expect all the interpolated texture coordinates in the fragment shader to be between [0, 0] and [1, 1], however, depending on where the texture is drawn, I sometimes get a texture coordinate that is less than 0 (I know this is the case because I tried outputting red from the fragment shader if the tex coord is less than 0).
How come I get an interpolated value outside of the specified range? I currently visualize vertices/fragments like the following image (https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing):
If I imagine a rectangle instead, then if the pixel sample is inside the rectangle, then the interpolated texture coord must be at least 0, since the very left of the rectangle represents 0, right? So how do I end up with a value less than 0?
Edit: after some basic testing, it looks like the fragment shader is called if a shape simply intersects that pixel, not if the pixel sample point is inside the shape. I tested this by placing the start of the rectangle slightly before and slightly after the middle of a pixel - when slightly behind the middle of the pixel, I don't get a negative value, but if I place it slightly after the middle, then I do get a negative value. This contradicts what the website I linked to said - perhaps it's driver-dependent?
Edit: the previous test I did was with multisampling on. If I turn multisampling off, then even if the shape is past the middle, I don't get a negative value...
Turns out I just needed to keep reading the article I linked:
This is where multisampling becomes interesting. We determined that 2 subsamples were covered by the triangle so the next step is to determine a color for this specific pixel. Our initial guess would be that we run the fragment shader for each covered subsample and later average the colors of each subsample per pixel. In this case we'd run the fragment shader twice on the interpolated vertex data at each subsample and store the resulting color in those sample points. This is (fortunately) not how it works, because this basically means we need to run a lot more fragment shaders than without multisampling, drastically reducing performance.
How MSAA really works is that the fragment shader is only run once per pixel (for each primitive) regardless of how many subsamples the triangle covers. The fragment shader is run with the vertex data interpolated to the center of the pixel and the resulting color is then stored inside each of the covered subsamples. Once the color buffer's subsamples are filled with all the colors of the primitives we've rendered, all these colors are then averaged per pixel resulting in a single color per pixel. Because only two of the 4 samples were covered in the previous image, the color of the pixel was averaged with the triangle's color and the color stored at the other 2 sample points (in this case: the clear color) resulting in a light blue-ish color.
So I was getting a negative value because the fragment shader was being run on a pixel that had at least one of its sub-sample points covered by the shape, but the shape was slightly after the mid-point of the pixel, and since "the fragment shader is run with the vertex data interpolated to the center of the pixel", I was getting a negative value.

Why does OpenGL allow/use fractional values as the location of vertices?

As far as I understand, location of a point/pixel cannot be a fraction, at least on a raster graphics system where hardwares use pixels to display images.
Then, why and how does OpenGL use fractional values for plotting pixels?
For example, how is it possible: glVertex2f(0.15f, 0.51f); ?
This command does not plot any pixels. It merely defines the location of a point in 3D space (you'll notice that there are 3 coordinates, while for a pixel on the screen you'd only need 2). This is the starting point for the OpenGL pipeline. This point then goes through a lot of transformations before it ends up on the screen.
Also, the coordinates are unitless. For example, you can say that your viewport is between 0.0f and 1.0f, then these coordinates make a lot of sense. Basically you have to think of these point in terms of mathematics, not pixels.
I would suggest some reading on how OpenGL transformations work, for example here, here or the tutorial here.
The vectors you pass into OpenGL are not viewport positions but arbitrary numbers in some vector space. Only after a chain of transformations these numbers are mapped into viewport pixel positions. With the old fixed function pipeline this could be anything that can be represented by a vector–matrix multiplication.
These days, where everything is programmable (shaders) the mapping can very well be any kind of function you can think of. For example the values you pass into glVertex (immediate mode call, but available to shaders with OpenGL-2.1) may be interpreted as polar coordinates in the vertex shader:
This is a perfectly valid OpenGL-2.1 vertex shader that interprets the vertex position to be in polar coordinates. Note that due to triangles and lines being straight edges and polar coordinates being curvilinear this gives good visual results only for points or highly tesselated primitives.
#version 110
void main() {
gl_Position =
gl_ModelViewProjectionMatrix
* vec4( gl_Vertex.y*vec2(sin(gl_Vertex.x),cos(gl_Vertex.x)) , 0, 1);
}
As you can see here the valus passed to glVertex are actually arbitrary, unitless components of vectors in some vector space. Only by applying some transformation to the viewport space these vectors gain meaning. Hence it makes no way to impose a certain value range onto the values that go into the vertex attribute.
Vertex and pixel are very different things.
It's quite possible to have all your vertices within one pixel (although in this case you probably need help with LODing).
You might want to start here...
http://www.glprogramming.com/blue/ch01.html
Specifically...
Primitives are defined by a group of one or more vertices. A vertex defines a point, an endpoint of a line, or a corner of a polygon where two edges meet. Data (consisting of vertex coordinates, colors, normals, texture coordinates, and edge flags) is associated with a vertex, and each vertex and its associated data are processed independently, in order, and in the same way.
And...
Rasterization produces a series of frame buffer addresses and associated values using a two-dimensional description of a point, line segment, or polygon. Each fragment so produced is fed into the last stage, per-fragment operations, which performs the final operations on the data before it's stored as pixels in the frame buffer.
For your example, before glVertex2f(0.15f, 0.51f) is on the screen, there are many transforms to be done. Making complex thing crudely simpler, after moving your vertex to view space (applying camera position and direction), the magic here is (1) projection matrix, and (2) viewport setting.
Internally, OpenGL "screen coordinates" are in a cube (-1, -1, -1) - (1, 1, 1), :
http://www.matrix44.net/cms/wp-content/uploads/2011/03/ogl_coord_object_space_cube.png
Projection matrix 'squeezes' the frustum in this cube (which you do in vertex shader), assuming you have perspective transform - if projection is orthogonal, the projection is just a tube, limited by near and far values (and like in both cases, scaling factors):
http://www.songho.ca/opengl/files/gl_projectionmatrix01.png
EDIT: Maybe better example here:
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/#The_Projection_matrix
(EDIT: The Z-coordinate is used as depth value) When fragments are finally transferred to pixels on texture/framebuffer/screen, these are multiplied with viewport settings:
https://www3.ntu.edu.sg/home/ehchua/programming/opengl/images/GL_2DViewportAspectRatio.png
Hope this helps!

How can I apply a depth test to vertices (not fragments)?

TL;DR I'm computing a depth map in a fragment shader and then trying to use that map in a vertex shader to see if vertices are 'in view' or not and the vertices don't line up with the fragment texel coordinates. The imprecision causes rendering artifacts, and I'm seeking alternatives for filtering vertices based on depth.
Background. I am very loosely attempting to implement a scheme outlined in this paper (http://dash.harvard.edu/handle/1/4138746). The idea is to represent arbitrary virtual objects as lots of tangent discs. While they wanted to replace triangles in some graphics card of the future, I'm implementing this on conventional cards; my discs are just fans of triangles ("Discs") around center points ("Points").
This is targeting WebGL.
The strategy I intend to use, similar to what's done in the paper, is:
Render the Discs in a Depth-Only pass.
In a second (or more) pass, compute what's visible based solely on which Points are "visible" - ie their depth is <= the depth from the Depth-Only pass at that x and y.
I believe the authors of the paper used a gaussian blur on top of the equivalent of a GL_POINTS render applied to the Points (ie re-using the depth buffer from the DepthOnly pass, not clearing it) to actually render their object. It's hard to say: the process is unfortunately a one line comment, and I'm unsure of how to duplicate it in WebGL anyway (a naive gaussian blur will just blur in the background pixels that weren't touched by the GL_POINTS call).
Instead, I'm hoping to do something slightly different, by rerendering the discs in a second pass instead as cones (center of disc becomes apex of cone, think "close the umbrella") and effectively computing a voronoi diagram on the surface of the object (ala redbook http://www.glprogramming.com/red/chapter14.html#name19). The idea is that an output pixel is the color value of the first disc to reach it when growing radiuses from 0 -> their natural size.
The crux of the problem is that only discs whose centers pass the depth test in the first pass should be allowed to carry on (as cones) to the 2nd pass. Because what's true at the disc center applies to the whole disc/cone, I believe this requires evaluating a depth test at a vertex or object level, and not at a fragment level.
Since WebGL support for accessing depth buffers is still poor, in my first pass I am packing depth info into an RGBA Framebuffer in a fragment shader. I then intended to use this in the vertex shader of the second pass via a sampler2D; any disc center that was closer than the relative texture2D() lookup would be allowed on to the second pass; otherwise I would hack "discarding" the vertex (its alpha would be set to 0 or some flag set that would cause discard of fragments associated with the disc/cone or etc).
This actually kind of worked but it caused horrendous z-fighting between discs that were close together (very small perturbations wildly changed which discs were visible). I believe there is some floating point error between depth->rgba->depth. More importantly, though, the depth texture is being set by fragment texel coords, but I'm looking up vertices, which almost certainly don't line up exactly on top of relevant texel coordinates; so I get depth +/- noise, essentially, and the noise is the issue. Adding or subtracting .000001 or something isn't sufficient: you trade Type I errors for Type II. My render became more accurate when I switched from NEAREST to LINEAR for the depth texture interpolation, but it still wasn't good enough.
How else can I determine which disc's centers would be visible in a given render, so that I can do a second vertex/fragment (or more) pass focused on objects associated with those points? Or: is there a better way to go about this in general?

How can I deterministically detect the shader fragment location in its 2x2 pixel quad?

I've been trying to utilize the techniques in Eric Penner's "Shader Amortization using
Pixel Quad Message Passing" from GPU Pro 2, Chapter VI.2. The basic idea is that modern GPU's process fragment shaders in 2x2 fragment quads, and you can use ddx() and ddy() to get the value of some_var at all four fragments as long as the following hold:
Your GPU supports high-quality derivatives
You know which fragment you're processing (top-left, top-right, bottom-left, bottom-right)
This opens up a lot of opportunities for fragment shader optimization (like distributing texture fetches over a 2x2 pixel quad) that you'd need Compute Shaders to beat.
My problem is this:
I can't deterministically detect which fragment I'm processing. Ideally, each fragment block would start at even-numbered output pixel coords like (0, 0), (2, 0), ... (1024, 1024), ..., so you'd just need to check whether the output pixel x and y coords are even or odd to know which fragment you're currently processing. The method Penner uses in the book assumes this works...but it seems to be going wrong for me.
Unfortunately, my 2x2 fragment quads appear to be starting in nondeterministic places: I've seen them start at (even, even), (even, odd), and (odd, even). I can't remember if I've seen (odd, odd) or not, but anyway, the arrangement seems to depend on a myriad of factors I don't understand, including the output resolution and shader specifics. (I'm testing on an 8800 GTS, in case anyone's wondering.)
Does anyone know what might be causing this nondeterminism or have any documentation on it? I understand there's virtually no official standardization in this area, but I'm more interested in how things work in practice on modern desktop-level GPU's, and I'm hoping there's a way to get this technique to work. If no one knows how to reason about the even/odd start behavior, does anyone know any other way of determining the current fragment's relative location in its 2x2 quad?
Thanks :)
As it turns out, the premise of my question was mostly wrong:
The 2x2 fragment quads DO almost always start on even pixel numbers...as long as the output resolution is even-numbered.
If the output resolution is odd-numbered (a possibility with the underlying program I'm working with), things can get more complicated, for obvious reasons. I don't expect there's any uniformity here across drivers/GPU's/etc. either, but my current tests (which themselves may still be buggy) appear to demonstrate 2x2 pixel quads starting at an odd pixel along the dimension with odd resolution, at least when the odd dimension is horizontal.
All of this weirdness helped obscure my bigger issue: The code I used to detect the fragment's location in the pixel quad was buggy. I tested by setting the texture coordinates equal within a pixel quad (set to the pixel quad center)...or so I thought. However, I calculated the screen coordinates based on a full-screen quad where the uv mapping has the +v axis pointing downward. The screenspace origin starts at the bottom-left, because it's based on the top-right quadrant of Cartesian coordinates, and I accidentally forgot to invert the v-coordinate of the uv offset I used to find the pixel quad center. Many of my nondeterministic observations came from failing to check my assumptions while debugging and misinterpreting things as a result, particularly in combination with odd resolutions.
This was an embarrassing mistake I should have caught a lot sooner, but I figured I'd detail it as a warning to others to always double-check the direction of your vertical axis when you're dealing with opposite-facing coordinate frames. ;)
UPDATE:
I ran across a situation where 2x2 pixel quads started on even pixel numbers even when the resolution was odd. Thanks to the nondeterminism under odd resolutions, I had to work out another solution:
If you're deriving your screen pixel numbers from the uv coords of a fullscreen quad (for post-processing), the fragment location derived from this is only useful for arranging/placing shared samples between fragments, etc., not for the quad-pixel communication itself. You'll need to have screen pixel numbers with respect to the screenspace origin for that. You can derive these from vertex positions, or you can use ddx().x and ddy().y on the uv-based pixel numbers to find out their screen direction and mirror the fragment position in the appropriate direction from there.
Calculate the fragment location based on your screen pixel numbers (with respect to the true screenspace origin) and the assumption 2x2 pixel quads start on even pixels. (If you used uv-based pixel numbers, now is the time to mirror things.)
Do a ddx().x and ddy().y on the fragment location, and if they're negative in either direction, you know the pixel quad starts at an odd pixel number in that direction...so mirror in that direction.
If you calculate two fragment positions, one based on a uv origin and one based on a screen origin, use the uv-based one for reasoning about uv-based sample placement, and use the screen-based one for actually obtaining the values of a variable at neighboring fragments.
Profit.
I'll post a link to my working MIT-licensed code once I release it on Github, along with usage examples (the speedup is unfortunately not what I expected, but whatever ;)). I'm just waiting to get done with a larger shader I'll be uploading along with it.

OpenGL: depth calculations are discontinuous

I'm building a LIDAR simulator in OpenGL. This means that the fragment shader returns the length of the light vector (the distance) in place of one of the color channels, normalized by the distance to the far plane (so it'll be between 0 and 1). In other words, I use red to indicate light intensity and blue to indicate distance; and I set green to 0. Alpha is unused, but I keep it at 1.
Here's my test object, which happens to be a rock:
I then write the pixel data to a file and load it into a point cloud visualizer (one point per pixel) — basically the default. When I do that, it becomes clear that all of my points are in discrete planes each located at a different depth:
I tried plotting the same data in R. It doesn't show up initially with the default histogram because the density of the planes is pretty high. But when I set the breaks to about 60, I get this:
.
I've tried shrinking the distance between the near and far planes, in case it was a precision issue. First I was doing 1–1000, and now I'm at 1–500. It may have decreased the distance between planes, but I can't tell, because it means the camera has to be closer to the object.
Is there something I'm missing? Does this have to do with the fact that I disabled anti-aliasing? (Anti-aliasing was causing even worse periodic artifacts, but between the camera and the object instead. I disabled line smoothing, polygon smoothing, and multisampling, and that took care of that particular problem.)
Edit
These are the two places the distance calculation is performed:
The vertex shader calculates ec_pos, the position of the vertex relative to the camera.
The fragment shader calculates light_dir0 from ec_pos and the camera position and uses this to compute a distance.
Is it because I'm calculating ec_pos in the vertex shader? How can I calculate ec_pos in the fragment shader instead?
There are several possible issues I can think of.
(1) Your depth precision. The far plane has very little effect on resolution; the near plane is what's important. See Learning to Love your Z-Buffer.
(2) The more probable explanation, based on what you've provided, is the conversion/saving of the pixel data. The shader outputs floating point values, but these are stored in the framebuffer, which will typically have only 8bits per channel. For color, what that means is that your floats will be mapped to the underlying 8-bit (fixed width, integer) representation, therefore only possessing 256 values.
If you want to output pixel data as the true floats they are, you should make a 32-bit floating point RGBA FBO (with e.g. GL_RGBA32F or something similar). This will store actual floats. Then, when your data from the GPU, it will return the original shader values.
I suppose you could alternately encode a single float in a vec4 with some multiplication, if you don't have a FBO implementation handy.