Vertex Shaders Back
Vertex shaders are responsible for transforming the incoming geometry into something suitable to be rasterized(光柵化), so the inputs and outputs of vertex shaders should be well-defined.
1. Vertex shader inputs
There are only two kinds of inputs for a vertex shader: vertex attributes, and uniform variables.
1.1 Vertex attributes
A vertex attribute is simply the information you pass to the shader. Examples of vertex attributes could be:
- Texture coordinates
- Normals (常態)
- Tangents (切綫)
- Per-vertex colours
As the evolving processes of OpenGL, vertex attributes have been specified in a buffer described by a data type like vertex array object (VAO), which will hold position and texture coordinates at once. The following snippet has shown how to set up such a buffer in the OpenGL host application:
// Create vertex array object (VAO)
glGenVertexArrays(1, &vaoId);
glBindVertexArray(vaoId);
// Create vertex buffer object (VBO)
glGenBuffers(1, &vboId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
// Fill buffer with data
glBufferData(GL_ARRAY_BUFFER, count * sizeof(GLfloat), bufferData, GL_STATIC_DRAW);
// Tell OpenGL how to locate positions inside the buffer
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, (4 + 2) * sizeof(GLfloat), NULL);
// Tell OpenGL how to locate texture coordinates inside the buffer
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, (4 + 2) * sizeof(float), (void*) (4 * sizeof(float)));
// Unbind VAO & VBO via passing 0
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
After setting up a VAO with two vertex attributes: positions with index 0, and texture coordinates with index 1, we can see how to access the buffer from the vertex shader.
#version 430
#pragma debug(on)
#pragma optimize(off)
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 textCoordinates;
void main()
{
// do something
}
As we can see, we have used layout
qualifier to index vertex attributes:
layout (location = attribute index) in vec4 position;
1.2 Uniform variables
Except for vertex attributes, we can also pass variables unrelated with the pipeline or any other constraints. These kinds of variables are called uniform variables mentioned above.
In the host application:
// the shader must be activated/bound before setting uniform or vertex attributes
glUseProgram(programId);
GLfloat modelView[16];
glUniformMatrix2fv(glGetUniformLocation(programId, "modelView"), 1, GL_FALSE, modelView);
GLfloat projection[16];
glUniformMatrix4fv(glGetUniformLocation(programId, "projection"), 1, GL_FALSE, projection);
In the vertex shader:
#version 430
#pragma debug(on)
#pragma optimize(off)
layout (location = 0) in vec4 position;
uniform mat4 modelView;
uniform mat4 projection;
void main()
{
gl_Position = projection * modelView * position;
}
gl_Position
is a special (built-in) variable that holds the transformed vertex position, which is the only requirement for a vertex shader. If it is not assigned inside the procedure, the shader will get a compiler error.
If we compute projection * modelView
in the CPU, and pass it through uniform variables:
#version 430
#pragma debug(on)
#pragma optimize(off)
layout (location = 0) in vec4 position;
uniform mat4 projectionModelView;
void main()
{
gl_Position = projectionModelView * position;
}
2. Vertex shader outputs
Vertex shaders can output values to the next stage in the pipeline: geometry shaders.
#version 430
#pragma debug(on)
#pragma optimize(off)
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 textCoordinates;
uniform mat4 modelView;
uniform mat4 projection;
smooth out vec2 textCoordinatesInterpolation;
void main()
{
gl_Position = projection * modelView * position;
// output to the next stage
textCoordinatesInterpolation = textCoordinatesInterpolation;
}
smooth
qualifier helps the value interpolate in a perspective-correct (透視校正) fashion.
3. Drawing a simple geometry sample
To draw such a simple geometry, we also need a fragment shader to run it.
// Fragment Shader
#version 430
#pragma debug(on);
#pragma optimize(off);
uniform vec4 solidColor;
out vec4 frameBufferColor;
void main()
{
frameBufferColor = solidColor;
}
This fragment shader paints the whole surface with a solid colour provided with a uniform variable.
If we compute the needed values' vertex positions for a teapot, we will get a render like
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