Stacking Cg shaders - c++

In my engine I load Cg shaders from pairs of vertex/pixel shader files. I would like to be able to stack shaders to combine them (lighting + material, etc.). Short of breaking up the shaders into separate functions and then creating a single shader script string from those, do you know of any good ways of stacking different shaders in Cg?

It sounds a little bit like what you want is similar to the dynamic shader linkage feature in DirectX 11? The interfaces feature of Cg lets you accomplish simlar things. It lets you reconfigure shaders so you can easily and cleanly do things like change the way lighting is calculated or change the material type.
For example, say you want to write a shader but need to be able to change the way lighting is calculated. You could define a Light interface which has a function that will calculate light somehow. Elsewhere you implement the Light interface as, for example, CoolLight and UberLight. At runtime you can specify which implementation of the Light interface should be used, in pretty much the same way that you specify other parameters.
To see if this is what you want I recommend looking the Cg user manual (http://developer.download.nvidia.com/cg/Cg_2.2/CgUsersManual.pdf). If you search for "Shared Parameters and Interfaces" there's a small example.

Related

OpenGL per-mesh material (shader)

So, I'm working on a simple game-engine with C++ and OpenGL 4. Right now I'm struggling with rendering imported models.
I'm using the FBX sdk to import fbx models using a very naive approach: basically I visit each node of the fbx and append the mesh data to a single big structure that is later used for rendering. However I want to be able to specify a different fragment shader for each material used by the model (for example a different shader for a car rims and lights).
As a reference, UE4 has a material system that allows the user to define a simple shader using a blueprint-like editor.
I would like to apply a similar concept to my engine, allowing to create a material object that specifies a piece of fragment shader code and a set of textures to use.
The problems I'm facing are:
It is clear that I must separate the draw calls for each model part that uses a different material, since I cannot swap program in the middle of a draw call (can I?): at this point, is it better to have a separate vao/vbo/ebo for each part or a single one and keep track of where a part ends and the next one begins? (I guess this is the best option)
Is it a good practice to pre-compile just the shader fragment and attach it to the current program on the fly (i.e. glAttach + glLinkProgram + glUseProgram) or is it better to pre-link an entire program for each material, considering that the vertex shader is always the same?
No, you cannot change the program in the middle of a draw call. There are different opinions and tests on how the GPU will perform based on the layout of your data. My experience is that, if you are not going to modify your meshes data after you upload them the first time, the most efficent way is to have a single VAO, with two VBO: one for indices and one for the rest of the data. When issuing draw calls, you offset the indexes buffer based on the mesh data (which you should keep track of), as well as offseting the configuration of the shader attributes. This approach allows for a more cache-friendly and efficent memory access, as the block of memory will be contigous. However, as I mentioned, there are cases where this wont be the most efficent approach (althought I believe it will be still efficent enough). It depends on your hardware and driver.
Precompile and link all your programs before launching the render loop. Its the most efficent approach
As an extra, I would recommend you to look into the UBER shaders technique. This methodology is based on creating a shader for different possible inputs, and create a set of defines or sub-routines architecture which allows you to compile different versions of the same shader (for instance, you might have a model with a normal texture and you will probably want to apply bump mapping, but other models might not have this texture, so executing the exact same shader will result in undefined behaviour or crash).

Is there a way to use GLSL programs as filters?

Assume that we have different shader programs for different objects in a game. For example the player model has a shader that controls skeleton system (bone matrices multiplication etc.), or a particle has a shader for sparkling effects, wall has parallax mapping etc.
But what if I want to add fog to the game that must affect every one of these objects ? For example I have a room that will have a red fog, should I change EVERY glsl program to have fog code or is there a possible way to make global filters ? Should I change every glsl program when i want to add a feature ?
The typical process for this type of thing is to use a full-screen shader in post processing using the depth buffer from your fully rendered scene, or using a z-pass, which renders only to the depth buffer. You can chain them together and create any number of effects. It typically involves some render-to-texture work, and is not a real trivial task (too much to post code here), but it's not THAT difficult either.
If you want to take a look at a decent post-processing system, take a look at the PostFx system in Torque3D:
https://github.com/GarageGames/Torque3D
And here is an example of creating fog with GLSL in post:
http://isnippets.blogspot.com/2010/10/real-time-fog-using-post-processing-in.html

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.

Proper way to manage shaders in OpenGL

I'm writing code in C++ to deal with the usual 3D stuff - models, materials, lights, etc. However, I'm finding that for anything to work, it needs to know about the shader. EG, to set uniform variables for a material, you need to know their handles from the shader; to load a mesh into memory, you need to know handles to different in locations.
I've ended up having models, materials, etc. each have a handle to the shader so they can do things like glUniform1f(shader->getKdLocation(),kd), but this kind of hot potato seems like bad design to me. I've seen tutorials where uniforms and ins and outs are hardcoded in the shader (eg layout = 0) and then just bound with glUniform1f(0,kd),. However, this means the rest of my code will only function with my specially laid out shaders and therefore seems like a suboptimal solution. Also, I don't think you can do this for subroutines, which makes this an inconsistent option.
It seems like a choice between everything getting a shader reference and in some cases being unable to even properly instantiate without one (eg meshes) OR hardcoding numbers in more places and having to deal with the problems that follow with hardcoding.
I should be able to have these models, lights, etc. live/operate independently and only "work" when I set a shader for the scene, but I can't seem to find a solid way to do this. My bottom line question is what is the best practice for handling shaders? I'm okay if it doesn't solve all my problems, I just want to know what a good design decision(s) is and why.
The problem is your engine architecture,or it's lack.In many game engines game objects are divided into several categories like Mesh object which takes care of geometry (vertex buffers etc),Material objects(responsible for the appearance of the mesh object).In such a design the material is usually an entity which contains info for the uniforms that being passed into shaders during rendering.Such a design allows a good amount of flexibility as you can reuse,reassign different materials between different renderable objects.So for the starter you can set specific shader program to specific material type so each time a mesh is drawn, its materials interacts with the shader program passing in all needed uniforms.
I would suggest you to take a look at open source OpenGL engine to get an idea how it works.
I had the same concern with regards to loose association between the uniform specification on the client and the actual uniform location as laid out in the shader.
One tact you can take is to use glGetUniformLocation to determine the location of a uniform variable based on its name. It may still not be perfect, but it's probably the best you can do.
Example:
// Old way:
GLfloat myfloat = ...;
glUniform1f(0, myfloat); // Hope that myfloat was supposed to go at location 0...
vs
// Slightly better...
GLfloat myfloat = ...;
GLint location = glGetUniformLocation(myprogram, "myfloat");
glUniform1f(location, myfloat); // We know that a uniform with name "myfloat" goes at this location
Some extra work with glGetActiveUniform would also allow you to make sure that "myfloat" has the type/size/etc that you had expected.

Web-GL : Multiple Fragment Shaders per Program

Does anyone know if it's possible to have multiple fragment shaders run serially in a single Web-GL "program"? I'm trying to replicate some code I have written in WPF using shader Effects. In the WPF program I would wrap an image with multiple borders and each border would have an Effect attached to it (allowing for multiple Effects to run serially on the same image).
I'm afraid you're probably going to have to clarify your question a bit, but I'll take a stab at answering anyway:
WebGL can support, effectively, as many different shaders as you want. (There are of course practical limits like available memory but you'd have to be trying pretty hard to bump into them by creating too many shaders.) In fact, most "real world" WebGL/OpenGL applications will use a combination of many different shaders to produce the final scene rendered to your screen. (A simple example: Water will usually be rendered with a different shader or set of shaders than the rest of the environment around it.)
When dispatching render commands only one shader program may be active at a time. The currently active program is specified by calling gl.useProgram(shaderProgram); after which any geometry drawn will be rendered with that program. If you want to render an effect that requires multiple different shaders you will need to group them by shader and draw each batch separately:
gl.useProgram(shader1);
// Setup shader1 uniforms, bind the appropriate buffers, etc.
gl.drawElements(gl.TRIANGLES, shader1VertexCount, gl.UNSIGNED_SHORT, 0); // Draw geometry that uses shader1
gl.useProgram(shader2);
// Setup shader2 uniforms, bind the appropriate buffers, etc.
gl.drawElements(gl.TRIANGLES, shader2VertexCount, gl.UNSIGNED_SHORT, 0); // Draw geometry that uses shader2
// And so on...
The other answers are on the right track. You'd either need to create the shader on the fly that applies all the effects in one shader or framebuffers and apply the effects one at a time. There's an example of the later here
WebGL Image Processing Continued
As Toji suggested, you might want to clarify your question. If I understand you correctly, you want to apply a set of post-processing effects to an image.
The simple answer to your question is: No, you can't use multiple fragment shaders with one vertex shader.
However, there are two ways to accomplish this: First, you can write everything in one fragment shader and combine them in the end. This depends on the effects you want to have!
Second, you can write multiple shader programs (one for each effect) and write your results to a fragment buffer object (render to texture). Each shader would get the results of the previous effect and apply the next one. This would be a bit more complicated, but it is the most flexible approach.
If you mean to run several shaders in a single render pass, like so (example pulled from thin air):
Vertex color
Texture
Lighting
Shadow
...each stage attached to a single WebGLProgram object, and each stage with its own main() function, then no, GLSL doesn't work this way.
GLSL works more like C/C++, where you have a single global main() function that acts as your program's entry point, and any arbitrary number of libraries attached to it. The four examples above could each be a separate "library," compiled on its own but linked together into a single program, and invoked by a single main() function, but they may not each define their own main() function, because such definitions in GLSL are shared across the entire program.
This unfortunately requires you to write separate main() functions (at a minimum) for every shader you intend to use, which leads to a lot of redundant programming, even if you plan to reuse the libraries themselves. That's why I ended up writing a glorified string mangler to manage my GLSL libraries for Jax; I'm not sure how useful the code will be outside of my framework, but you are certainly free to take a look at it, and make use of anything you find helpful. The relevant files are:
lib/assets/javascripts/jax/shader.js.coffee
lib/assets/javascripts/jax/shader/program.js.coffee
spec/javascripts/jax/shader_spec.js.coffee (tests and usage examples)
spec/javascripts/jax/shader/program_spec.js.coffee (more tests and usage examples)
Good luck!