OpenGL 3.1-4.1 new and deprecated features - opengl

I've been working with OpenGL for about a year now, and have learned a lot of stuff. Unfortunatly the way I learned it was the old pre 3.x way, meaning immediate mode, default shaders, matrix stacks, etc. I more or less have an idea of what has changed from then to now by looking at the OpenGL specs, however I don't totally understand some of the new ways to do things.
From my understanding they got rid of matrix stacks, meaning you have to keep track of your own transformation matrices, which doesn't seem too complicated. They also got rid of immediate mode, meaning you now need to use VBOs or VAOs (never know which one, maybe both..) to send the pixel/normal/texture,etc. information to the shader program. I don't really get the way these objects works, I think you need to put all the info into them, and provide an ofset of some sort to show the separators between pixel,normal and texture coordinates. Could someone briefly explain how this actually works (or send me a link which explains it)? I tried wikipedia and googling it, but found myself still not quite understanding them.
Another point I would like to know more about are shaders, as I've never used them. I'm not going to ask how to code them or anything, just what needs to go in there and what opengl still does for you. More specifically, what would you need to do in the shaders to get a basic rendering program? I know you need to do all the ligthing calculations and use your matrices to calculate the real vertex position. But does opengl still take care of backface culling, line clipping, polygon filling and other lower level issues, or do you have to code them yourslef into the shaders (or don't they even belong in the shaders)?

Since immediate mode is deprecated doing a "hello triangle" application is a bit more involved. There is a good tutorial on modern OpenGL here:
http://arcsynthesis.org/gltut/
You should read it thoroughly. Bear in mind that it doesn't use VAOs so you'll have to read about it somewhere else afterwards. VAOs don't change things much so you won't have to unlearn things from mentioned tutorial to use them.
And about your second question... Your vertex shader will be executed by OpenGL for every vertex. Your job is to calculate final position of the vertex and prepare data (like normals, light data...) to be sent to fragment shader, given the attributes of vertex and other data you send to shader (uniforms - you'll read about it in tutorial). Fragment shader will be executed per fragment and in fragment shader you are calculating the final color of each fragment.
You can see here:
http://www.opengl.org/sdk/docs/man4/
that things like, glPolygonMode and glCullFace are still there.

Related

Vertex buffer object won't render, other primitives will

I'm loading some scenes/objects from files using assimp, and I had them displaying properly earlier — but rewrote my MVP matrix setup (which had been terribly written and was incomprehensible).
Now, most primitives which I draw in the standard rendering pipeline seem to be appearing just fine. I have a wireframe cube around the origin and can also put in a triangle. But no matter what I do, my ASSIMP-loaded object refuses to be rendered, as a wireframe or as a solid.
I suspect the mistake I'm making is terribly obvious. I've tried to reduce the code to a minimal example.
The object should look like a rock and it should show up within the wireframe box.
Since I haven't much altered the mesh code, I'm guessing the problem is in scene.h or main.cpp.
The old version had GLSL programs, but I eliminated all mention of those here. My understanding from the OpenGL Superbible is that shaders aren't required, though. So that can't be it, right?
The old version had GLSL programs, but I eliminated all mention of those here. My understanding from the OpenGL Superbible is that shaders aren't required, though.
They are if you want to use generic vertex attributes via glVertexAttribPointer(). Without a shader OpenGL has no way of knowing attribute 0 is a vertex or 1 contains a texture coordinate.
Use glVertexPointer() and friends if you don't want to use shaders.

OpenGL - Fixed pipeline shader defaults (Mimic fixed pipeline with shaders)

Can anyone provide me the shader that are similar to the Fixed function Pipeline?
I need the Fragment shader default the most, because I found a similar vertex shader online. But if you have a pair that should be fine!
I want to use fixed pipeline, but have the flexability of shaders, so I need similar shaders so I'll be able to mimic the functionality of the fixed pipeline.
Thank you very much!
I'm new here so if you need more information tell me:D
This is what I would like to replicate: (texture unit 0)
functionality of glTranslatef
functionality of glColor4f
functionality of glTexCoord2f
functionality of glVertex2f
functionality of glOrtho (I know it does some magic stuff behind the scenes with the shader)
Thats it. That is all the functionality I would like to replicate form the fixed function pipeline. Can anyone show me an example of how to replicate those things with shaders?
You have a couple of issues here that will make implementing this using shaders more difficult.
First and foremost, in addition to using fixed-function features you are also using immediate mode. Before you can make the transition to shaders, you should switch to vertex arrays. You could write a class that takes immediate mode-like commands that would come between glBegin (...) and glEnd (...) and pushes them into a vertex array if you absolutely need to structure your software this way.
As for glTranslatef (...) and glOrtho (...) these are nothing particularly special. They create translation matrices and orthographic projection matrices and multiply the "current" matrix by this. It is unclear what language you are using, but one possible replacement for these functions could come from using a library like glm (C++).
The biggest obstacle will be getting rid of the "current" state mentality that comes with thinking in terms of the fixed-function pipeline. With shaders you have full control over just about every state, and you don't have to use functions that multiply the "current" matrix or set the "current" color. You can simply pass the exact matrix or color value that you need to your shader. This is an altogether better way of approaching these problems, and is why I honestly think you should ditch the fixed-function approach altogether instead of trying to emulate it.
This is why your desire to "use the fixed-function pipeline but have the flexibility of shaders" fundamentally makes very little sense.
Having said all that, in OpenGL compatibility mode, there are reserved words in GLSL that refer to many of the fixed-function constructs. These include things like gl_MultiTexCoord<N>, gl_ModelViewProjectionMatrix, etc. They can be used as a transitional aid, but really should not be relied upon in the long run.
Se also this question: OpenGL Fixed function shader implementation where they point to a few web resources.
The OpenGL ES 2 book contains an implementation of the OpenGL ES 1.1 fixed function pipeline in Chapter 8 (vertex shader) and Chapter 10 (fragment shader).
Unfortunately, these shaders seem to not be included in the book's sample code. On the other hand, reading the book and typing the code is certainly worthwile.

Opengl/glsl shader animation and lighting issue

So lately i've took my first serious steps (or at least i think so) into opengl/glsl and shaders in general.
Ive managed to construct and render VBOs, create and compile shaders and also mess with them in some sort of way.
I'm using a vertex shader to fix my opengl view (correct the aspect ratio) and also perform animation. This is achieved with varius matrix manipulations.
One would ask why am i using vertex shaders for animation, but reading articles around the globe i got the impression it's best to maintain static VBOs rather updating them constantly. Some sort of GPU>CPU battle.
Now i may be wrong about it that's why im reaching here for aid on the matter. My view on it is that in the future i might make a game which (for instance) will have a lot of coins for a player to grab and i would like them to be staticly stored at the GPU side. And then use the shader for rotating them.
Moving on.. "Let there be light".
I've also managed to use my normals in the vertex shader to reproduce lighting. It all worked fine with the exception that light rotates with my cube (currently im using a cube as a test dummy). Now, i know what's wrong here. It's my vertex shader transforming absolutely everything (even my light source i guess). And i can think of a way or two on how to solve this problem. One would be to apply reverse-negative transformation forces on my light source so i can keep it static as everything else rotates.
And here's where everything blurs. Im reaching stackoverflow for guidance on how to move forward. I am trying to think bigger in a way-sense : what if, in the future, i'll have plenty objects i'd like to perform basic animations for (such as rotation, scaling, translations). Would that require me to have different shaders or even a packed one with every function in it. And how would i even use this. Would i pass different values before every object rending inside the same shader?
Right now, to be honest, i want to handle the lighting issue. But i have a feeling that the way im about to approach this will set my general approach in shading animations in general. One suggested (here in stackoverflow in another question) that one should really use different shaders and swap them before every VBO rendering. I have my concerns on wether that's efficient enough, but i definately like the idea.
One suggested (here in stackoverflow in another question) that one should really use different shaders and swap them before every VBO rendering.
Which question/answer was this? Because you normally should avoid switching shaders where possible. Maybe the person meant uniforms, which are parameters to shaders, but can be changed for cheap.
Also your question is far too broad and also not very concise (all that backstory hides the actual issue). I strongly suggest you split up your doubts into a number of small questions which can be answered in separate.

GLSL How to retrieve vertex position after a shader process it?

I wrote a program that simulates soft bodies using springs. It looks nice but the problem is it consumes a lot of CPU time. So I can not run it on my laptop or any not high end PC.
I thought It would be a good idea to write a vertex shader and move the logic to the GPU. I've read some tutorials and made a toon shader so I thought (wrong) I was ready to go.
The big problem I have is that I need to know the old position of a vertex to calculate the new one. I don't know how could I retrieve a vertex position so I could send it back to the shaders each frame?
I'm not really sure is this even possible to do and maybe I'm trying to do something that shaders are never meant to do. I am still researching but I thought I could ask an see if maybe someone can help.
You can use the transform feedback mechanism if your hardware supports OpenGL 3.0 or above. There are also other techniques for getting the vertex position back, like carefully arranging your rendering so that you're writing a triangle (or point primitive) to each separate pixel on the screen. This is fairly difficult, and you need to render to a floating-point buffer, which requires FBO support.

Fixed-Function Vs. Shaders - help understand the conceptual differences

My background: I first started experimenting with OpenGL some months ago, for no particular purpose, just fun. I started reading the OpenGL redbook, and got as far as making a planetary system with a lot of different lighting. That lasted for a month, and my interest for openGL went away. It awoke again a week or so ago, and as I gathered from some SO posts, the redbook is outdated and the OpenGL Superbible is a better source for learning. So I started reading it. I like the concept of shaders but there's a real mess going on in my brain because of transition from my old memories of the fixed pipeline and the new concept of shaders.
Question: I would like to write some statements which I think are true and I am asking OpenGL experts to verify them (i.e. whether I am understanding correctly, not quite correctly or absolutely incorrectly). So...
1) If we don't use any shader program, nothing changes. We have current color, current normal, current transformation matrix, current everything, and as soon as we call glVertex**(...) these current values are taken and the vertex is fed to ... I don't know what. The fact is that it's transformed with the current matrix, the current color and normal are applied to it etc.
2) As soon as we use a shader program, all the above stops working. That is, glColor, glRotate etc. make no sense (Do they?). I mean, glColor still does set the current color, glRotate still multiplies the current matrix by the rotation matrix, but these aren't used at all. Instead, we feed vertex attributes by glVertexAttrib. Which attribute means what is totally dependent on our vertex shader and the in variable binding. We also find ans set the values of the uniforms and then call glVertex and the shader is executed ( I don't know immediately or after glEnd() is called). The actual vertex and fragment processing is done entirely manually in the shader program.
3) Shaders don't add anything to depth testing. That is, I don't need to take care of it in a shader. I just call glEnable(GL_DEPTH_TEST). Neither is face culling affected.
4) Alpha blending and antialiasing need not be taken care of in shaders. glEnable calls will suffice.
5) Is it a good idea to use gluPerspective, glRotate, glPushMatrix and other matrix functions, and then retrieve the current matrix and feed it as a uniform to a shader? Thus there won't be any need in using a 3rd party matrix library.
It depends on what version of OpenGL you're talking about. Up through OpenGL 3.0, all the fixed functionality is still present, so yes, if you decide to just use fixed functionality it continues to work like it always did. Starting from 3.0, quite a bit of the fixed pipeline was deprecated, and as of 3.1 it disappears completely. Using these, you no longer really have the option to just use the fixed pipeline.
Again, it depends. For example, up through OpenGL 3.0, glColor is still supported, even when you use a shader. The difference is that instead of automatically being applied to what gets drawn, it's supplied to your shader, which can use it unchanged, modify it as it sees fit, or ignore it completely. So, your fragment shader receives gl_FrontColor and gl_BackColor, and writes the actual fragment color to gl_FragColor. If you're using OpenGL 3.1 or newer, however, glColor (for example) just no longer exists -- a color will be just another value you supply to your shader like you could/would anything else.
That's correct, at least up to OpenGL 3.1. As of 4.0, there's a new compute shader that (I believe) can get involved in things like depth testing (but I haven't used it, so I'm a bit uncertain about that).
Yes, you can still use built-in alpha blending. Depending on your hardware, you may also want to consider using the gl_ARB_draw_buffers_blend extension (which is mandatory as of OpenGL 4, if I recall correctly).
Yet again, it depends on the version of OpenGL you're talking about. Current OpenGL completely eliminates all support for matrices so you have no choice but to use some other matrix library. Older versions supplied things like gl_ModelViewMatrix and gl_NormalMatrix to your shader as a uniform so you could go that route if you chose.
2) In modern OpenGL, there is no glColor, glBegin, glVertex, glRotate etc. so they don't make sense.
5) In modern OpenGL there are no built-in matrices, so you have to use a 3rd party library or write your own. So to answer your question, no, it's not a good idea.