working myself from step to step I am now trying to figure out more about multi lights in glsl. I read some tutorials so far but none seems to have THE answer for this.
Lets say I have such a struct for my lighting:
struct LightInfo
{
vec4 LightLocation;
vec3 DiffuseLightColor;
vec3 AmbientLightColor;
vec3 SpecularLightColor;
vec3 spotDirection;
float AmbientLightIntensity;
float SpecularLightIntensity;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float spotCutoff;
float spotExponent;
};
uniform LightInfo gLight;
my first idea would be to make it something like
uniform LightInfo gLight[NumLights];
but then I read a lot about that passing data that way to the shader wouldn't work, since it can't get the location of that. Now I have to admit that I didn't try it myself yet, but I found a couple of pages mentioning this, so it's probably not that wrong - or is this maybe just outdated information?
The other idea would be to make it just:
uniform[NumOfArgs]
and split it in the shader again, but if I take my example struct above I have an immense huge array very soon, and taking the information out of it with a for loop probably will be quite expensive too- and that only if I want to use a similar number of lights like the max of 8 when using gl_LightSource - while I wanted to avoid using that because of the advantage having an own struct with all information needed at once.
Of course not any light in question would require that many parameters, but any light COULD require them (and even if stripping it quite some it will grow very soon also).
Yet again I could use some qsort first to determine the closest lights, then limiting the maxlights to something like 3 (something which is also suggested on many places), but here again I have to say that I expect a bit more from nowadays glsl and modern hardware although there is no contradiction in using this as well, unrelated to the chosen solution.
So my question now, what's best practice here, what's really fast? Or should I stay with gl_LightSource and passing the additional information then via some uniform array? Although this doesn't seem to make more sense to me either.
The idea of a light struct is just fine. For forward rendering - passing all lights into the one shader which processes your actual geometry - an array is just fine.
You may have an array of structs as uniforms (uniform LightInfo gLight[NumLights], where NumLights is compile-time constatnt), but arrays are not so different to just declaring uniform LightInfo gLight0, gLight1....
You get the uniform location via the full name, eg:
glGetUniformLocation(program, "gLight[3].spotExponent")
Note that glGetActiveUniform will return just the string with element zero but the size will give the number of elements.
Uniform buffers will be important with lots of lights and attributes. You can store all the data for the structs on the GPU, so it doesn't get sent every time with individual calls to glUniform*. You can use glMapBuffer to modify parts of the buffer if the rest doesn't need changing.
Be very aware of how the structs and arrays get packed (it's not always intuitive)! Related issues occur in non-uniform/uniform block cases too.
See: Sub-section 2.15.3.1.2 - Standard Uniform Block Layout
To get the byte offset from the beginning of the block, use the GL_UNIFORM_OFFSET​ enum
See: Uniform Buffer Object
Elements are aligned to whopping big 16 byte boundaries (vec4 size). To make that struct more efficient, you should pair the vec3s with the floats.
You're right, if you have more lights than there are in the shader you'll have to chop and choose. Lights that are close are important, but you might also want to prioritize lights in the direction you're facing (those whose area of influence touches the viewing volume formed by the projection matrix) and bigger/brighter lights (eg. sun/directional).
Ultimately if you have too many lights this method ceases to work. Your next step is to swap to deferred shading, which brings with it a few more issues (eg. blending/transparency).
Related
I want to pass my touch points to GPUImage (iOS)
The Point can be translate to float array, the length of the array is variable length.
But I must direct the length of array in shader.
Disclaimer: not a glsl expert
AFAIk you can't have variable length arrays like what you want. This is a GLSL limitation, not GPUImage so it's not a quick fix- the work you'll be doing will be with textures or glsl, not GPUImage.
Here's another stack overflow post about glsl: GLSL indexing into uniform array with variable length
There's two solutions that could work:
1) Limit the number of points. It's reasonable to limit touches but in practice may be hard to narrow them down if there's too many. You could pass these points in to a fixed length array or as individual constants (one for each point). If you really care about scalability with the number of points this isn't a great method because in your shader you'll have to do check each of these points and perform the relevant computation, which could be expensive when performed for the entire image (again, depending on your use case). If for each pixel you're checking a distance to point, this could be too expensive.
2) Input your points in a texture. You can either have 2 1D textures with the x&y coordinates and then treat them like an array (then go to option 1), or you can create a 2D texture, all 0, and set parts to 1 where there are touches. The 2D texture can have a lower resolution than the actual screen. This method could be a lot less work for the shader if you're doing something simple like turning finger touches black.
Your choice depends largely on what you're doing with the points in the shader.
I'd like to be able to pass an arbitrary number of varying values per vertex from the vertex shader to the geometry shader. I know that OpenGL has no dynamic arrays, so the number should be specified at compile time. The whole thing should run on an Apple MacBook with a NVIDIA GeForce 9400M graphics card and a driver that only offers OpenGL 2.1, along with some extensions.
The problem here seems to be that the geometry shader takes its input in the form or an array with one element per vertex. As far as I can tell, there are no arrays of arrays available in my setup, and no arrays of interface blocks containing arrays either. So far, the best solution I could come up with is specifying a number of variables to pass this information, extracted from an array in the vertex shader and turned back into an array with a certain stride length in the geometry shader. That way, access to the values can still be performed using computed indices.
Is there a better, more elegant way?
From EXT_geometry_shader4 specification:
User-defined varying variables can be declared as arrays in the
vertex shader. This means that those, on input to the geometry shader,
must be declared as two-dimensional arrays. See sections 4.3.6 and 7.6 of
the OpenGL Shading Language Specification for more information.
For example, in the vertex shader, you may specify
varying vec2 value[2];
and in the geometry shader, this becomes a two-dimensional array, e.g. with triangles as input primitives
varying in vec2 value[3][2];
Note the counterintuitive order of array indices! Also beware that the array dimensions must be specified explicitly, using an integer constant. Using a non-constant integer variable or gl_VerticesIn yields a compiler error. Both remarks have been tested on the very MacBook Pro model mentioned in the question.
There are reasons why core OpenGL's geometry shaders don't work the way EXT_geometry_shader4 does. This is one of them. EXT_geometry_shader4 doesn't allow arrays of inputs because that would mean allowing arrays of arrays of values. And GLSL can't handle that (well, until recently, but that's only 2 months old).
Interface blocks can have arrays in them. Your problem is that GLSL 1.20 doesn't have interface blocks.
There's not much you can do besides use different variables and manually unroll all your loops. You could write a function that takes an integer value and conditionally returns one of the different values that correspond to that index, but that's about the best you're going to get with old-school GLSL.
I'm doing a project with a lot of calculation and i got an idea is throw pieces of work to GPU, but i wonder whether could we retrieve results from GLSL, if it is posible, how?
GLSL does not provide outputs besides what is placed in the frame buffer.
To program a GPU and get results more conveniently, use CUDA (NVidia only) or OpenCL (cross-platform).
In general, what you want to do is use OpenCL for general-purpose GPU tasks. However, if you are insistent about pretending that OpenGL is not a rendering API...
Framebuffer Objects make it relatively easy to render to multiple outputs. This of course means that you have to structure your processing such that what gets rendered matches what you want. You can render to 32-bit floating-point "images", so you have access to plenty of precision. The biggest difficulty is what I stated: figuring out how to structure your task to match rendering.
It's a bit easier when using transform feedback. This is the ability to write the output of the vertex (or geometry) shader processing to a buffer object. This still requires structuring your tasks into something like rendering, but it's easier because vertex shaders have a strict one-vertex-to-one-vertex mapping. For every input vertex, there is exactly one output. And if you draw GL_POINTS, it's not too difficult to use attributes to pass the data that changes.
Both easier and harder is the use of shader_image_load_store. This is effectively the ability to read/write from/to arbitrary images "whenever you want". I put that last part in quotes because there are lots of esoteric rules about data race conditions: reading from a value written by another shader invocation and so forth. These are not trivial to deal with. You can try to structure your code to avoid them, by not writing to the same image location in the same shader. But in many cases, if you could do that, you could just render to the framebuffer.
Ultimately, it's pretty much impossible to answer this question in the general case, without knowing what exactly you're trying to actually do. How you approach GPGPU through a rendering API depends greatly on exactly what you're trying to compute.
I would like to leave OpenGL's lights and make my own.
I would like my shaders to allow for a variable number of lights.
Can we declare an array of uniforms in GLSL shaders?
If so, how would we set the values of those uniforms?
Yes this is possible. You declare uniform arrays similar to how you'd do it in C, e.g.
uniform float v[10];
Then you can set their values using glUniform{1,2,3,4}{f,i}v
GLfloat v[10] = {...};
glUniform1fv(glGetUniformLocation(program, "v"), 10, v);
Yes it is possible to declare an array of uniforms in GLSL shaders. Just google "glsl uniform array" for some examples (edit: or see datenwolf's example). There are however limitations on how many uniforms can be sent to different graphics cards (at least on older ones, I'm not sure about current ones (although I imagine there still would be)).
If you do decide to go down the route of uniforms, i would suggest using uniform buffers. According to http://www.opengl.org/wiki/Uniform_Buffer_Object, "Switching between uniform buffer bindings is typically faster than switching dozens of uniforms in a program".
If you have large numbers of lights and parameters, you could also send the data as float buffers.
Basically, I have an array of data (fluid simulation data) which is generated per-frame in real-time from user input (starts in system ram). I want to write the density of the fluid to a texture as an alpha value - I interpolate the array values to result in an array the size of the screen (the grid is relatively small) and map it to a 0 - 255 range. What is the most efficient way (ogl function) to write these values into a texture for use?
Things that have been suggested elsewhere, which I don't think I want to use (please, let me know if I've got it wrong):
glDrawPixels() - I'm under the impression that this will cause an interrupt each time I call it, which would make it slow, particularly at high resolutions.
Use a shader - I don't think that a shader can accept and process the volume of data in the array each frame (It was mentioned elsewhere that the cap on the amount of data they may accept is too low)
If I understand your problem correctly, both solutions are over-complicating the issue. Am I correct in thinking you've already generated an array of size x*y where x and y are your screen resolution, filled with unsigned bytes ?
If so, if you want an OpenGL texture that uses this data as its alpha channel, why not just create a texture, bind it to GL_TEXTURE_2D and call glTexImage2D with your data, using GL_ALPHA as the format and internal format, GL_UNSIGNED_BYTE as the type and (x,y) as the size ?
What makes you think a shader would perfom bad? The whole idea of shaders is about processing huge amounts of data very, very fast. Please use Google on the search phrase "General Purpose GPU computing" or "GPGPU".
Shaders can only gather data from buffers, not scatter. But what they can do is change values in the buffers. This allows for a (fragment) shader to write the locations of *GL_POINT*s, which are then in turn placed on the target pixels of the texture. Shader Model 3 and later GPUs can also access texture samplers from the geometry and vertex shader stages, so the fragment shader part gets really simple then.
If you just have a linear stream of positions and values, just send those to OpenGL through a Vertex Array, drawing *GL_POINT*s, with your target texture being a color attachment for a framebuffer object.
What is the most efficient way (ogl function) to write these values into a texture for use?
A good way would be to try to avoid any unnecessary extra copies. So you could use Pixel Buffer Objects which you map to your address space, and use that to directly generate your data into.
Since you want to update this data per frame, you also want to look for efficient buffer object streaming, so that you don't force implicit synchronizations between the CPU and GPU. An easy way to do that in your scenario would be using a ring buffer of 3 PBOs, which you advance every frame.
Things that have been suggested elsewhere, which I don't think I want to use (please, let me know if I've got it wrong):
glDrawPixels() - I'm under the impression that this will cause an interrupt each time I call it, which would make it slow, particularly at high resolutions.
Well, what the driver does is totally implementation-specific. I don't think that the "cause an interrupt each time" is a useful mental image here. You seem to completely underestimate the work the GL implementation will be doing behind your back. A GL call will not correspond to some command which is sent to the GPU.
But not using glDrawPixels is still a good choice. It is not very efficient, and it has been deprecated and removed from modern GL.
Use a shader - I don't think that a shader can accept and process the volume of data in the array each frame (It was mentioned elsewhere that the cap on the amount of data they may accept is too low)
You got this totally wrong. There is no way to not use a shader. If you're not writing one yourself (e.g. by using old "fixed-function pipeline" of the GL), the GPU driver will provide the shader for you. The hardware implementation for these earlier fixed function stages has been completely superseeded by programmable units - so if you can't do it with shaders, you can't do it with the GPU. And I would strongly recommend to write your own shader (it is the only option in modern GL, anyway).