Upcoming SlideShare
×

# OpenGL ES 2.x Programming Introduction

3,209 views

Published on

3D mathematics
OpenGL ES 2.0 overview
Further study.

Published in: Technology, Art & Photos
9 Likes
Statistics
Notes
• Full Name
Comment goes here.

Are you sure you want to Yes No
• Be the first to comment

Views
Total views
3,209
On SlideShare
0
From Embeds
0
Number of Embeds
7
Actions
Shares
0
116
0
Likes
9
Embeds 0
No embeds

No notes for slide

### OpenGL ES 2.x Programming Introduction

1. 1. Opening ES 2.0/3.0 Programming Introduction Champ Yen http://champyen.blogspot.com 1
2. 2. Outline ● 3D mathematics ● OpenGL ES 2.0 overview ● Vertex/Fragment shader basic understanding ● Further study. 02/07/14 2
3. 3. Basic Matrix/Vector Review ● Vector Notation ● Vector Operations ● Matrix Notation ● Matrix Operations ● Orthogonality ● Right-Handed Coordinate ● Transformation/Translation 02/07/14 3
4. 4. Vectors - Notation 1, 2, 3 1 2 3 02/07/14 row vector column vector a b 4
5. 5. Operations of Vectors ● ● ● ● Negate (vector with opposite direction) Magnitude (length of a vector) Multiply by a scalar (scale length) Normalize (vector with same direction, length = 1) ● +, -, distance ● Dot, Cross 02/07/14 5
6. 6. Operations of Vectors - Dot Geometric meaning Dot product tells the similarity between two vectors. 02/07/14 6
7. 7. Operations of Vectors - Cross Geometric meaning Cross product yields a vector that is perpendicular to the original two vectors. 02/07/14 7
8. 8. Matrices - Notation Mr×c row m11 m12 m13 … m1(c-1) m1c m21 m22 m23 … m2(c-1) m2c m31 m32 m33 … m3(c-1) m3c ………………………... m(r-1)1 m(r-1)2 m(r-1)3 … m(r-1)(c-1) m(r-1)c mr1 mr2 mr3 …. mr(c-1) mrc column 02/07/14 8
9. 9. Matrices Operations ● Identity matrix ● Transposition (for Mrc, MTcr, mTij = mji) ● Multiply with a scalar ● Multiply two matrices ● Multiply a vector with a matrix ● Multiply a matrix with a vector 02/07/14 9
10. 10. Orthogonality ● ● Vector : a, b are orthogonal if a dot b = 0 Matrix : matrix m is orthogonal if m*mT = I => MT is M’s inverse Matrix (M-1) 02/07/14 10
11. 11. Coordinate – Right-Handed +y +x +z 02/07/14 11
12. 12. Linear Tranformation +y +y ’ A linear transformation preserves straight and parallel lines, and there is no translation—the origin does not move. Applications:  Rotation +x  Scaling  Reflection ….. +z ’ +z 02/07/14 +x ’ 12
13. 13. 2D Rotation The coordinate of P’ in XY space is: (x, y) => (x*cos + y*(-sin), x*sin + y*cos) +y’ +y P’ p +x’ θ 02/07/14 cos -sin sin cos x y +x 13
14. 14. Rotation in 3D Mx= 1 0 0 My= cos 0 -sin Mz = 0 0 cos -sin sin cos 0 1 0 cos -sin sin cos 0 0 Rotation around X axis sin 0 cos Rotation around Y axis 0 0 1 Rotation around Z axis v’ = Mv 02/07/14 14
15. 15. Translation +y P’ - P = P’ P +x P’ = +z 02/07/14 dx dy dz 1 0 0 0 0 1 0 0 0 0 1 0 dx dy dz 1 P 1 15
16. 16. Combination – Transformation & Translation Rotation then Translation 1 0 0 0 0 1 0 0 0 0 1 0 dx dy dz 1 cos -sin 0 sin cos 0 0 0 1 0 0 0 0 0 0 1 x y z 1 1 0 0 0 dx dy dz 1 x y z 1 Translation then Rotation cos -sin 0 sin cos 0 0 0 1 0 0 0 0 0 0 1 0 1 0 0 0 0 1 0 Yes! We can do multiple things in ONE matrix. 02/07/14 16
17. 17. What is OpenGL ES? ● OpenGL-based API for Embedded Systems ● Removed redundant and expensive functionality ● Kept as compatible with OpenGL as possible ● Added features needed for embedded systems 02/07/14 17 http://developer.amd.com/media/gpu_assets/GDCMobile2006-Ginsburg-OpenGLES2.0.pdf
18. 18. OpenGL ES 2.0 programming ● ● OpenGL ES 1.1/2.0 pipeline initialization  ● setup    ● window system geometry shader texture per-frame rendering   02/07/14 uniform drawing primitives 18
19. 19. OpenGL (ES) 1.x Pipeline Triangles/Lines/Points API API Primitive Primitive Processing Vertices Processing Vertex Vertex Buffer Buffer Objects Objects Alpha Alpha Test Test 02/07/14 Transform Transform and and Lighting Lighting Primitive Primitive Assembly Assembly Rasterizer Rasterizer Texture Texture Environment Environment Colour Colour Sum Sum Fog Fog Depth Depth Stencil Stencil Color Color Buffer Buffer Blend Blend Dither Dither http://www.khronos.org/opengles/2_X/ Frame Buffer 19
20. 20. OpenGL (ES) 2.0 Pipeline Triangles/Lines/Points API API Primitive Primitive Processing Vertices Processing Vertex Vertex Shader Shader Vertex Vertex Buffer Buffer Objects Objects Primitive Primitive Assembly Assembly Rasterizer Rasterizer Fragment Fragment Shader Shader Depth Depth Stencil Stencil Color Color Buffer Buffer Blend Blend Dither Dither Frame Buffer This isn’t your father’s OpenGL! (*) 02/07/14 *) OpenGL SuperBible 4/E 20
21. 21. OpenGL ES 2.0 Overview ● Shader only ● Not backwards compatible to 1.x ● ES GLSL forms core of API ● ● Shifts some burden to application But puts more power in your hands Convergence of desktop and handheld! 02/07/14 21 http://developer.amd.com/media/gpu_assets/GDCMobile2006-Ginsburg-OpenGLES2.0.pdf
22. 22. Initialize ● ● ● EGL Play the same role as glx/wgl/cgl. glDepthRange(n, f); Specify the depth of window coordinate. glViewport(x, y, w, h); Specify the bottom-left corner and display width/height of window coordinate. 02/07/14 22
23. 23. What you see may not be what you think. Normalized Device Coordinate (-1, 1, 1) Window Coordinate (1, 1, 1) glViewPort glDepthRange (0, h, 1) (0, h, 0) (w, h, 1) (w, h, 0) Viewport Transform (-1, -1, 1) (1, -1, 1) (0, 0, 1) (0, 0, 0) (-1, -1, -1) 02/07/14 eye (1, -1, -1) (w, 0, 1) (w, 0, 0) eye 23
24. 24. What’s shader? ● ● ● ● a set of software instructions which is used primarily to calculate rendering effects. (*) Apply to each vertex or pixel. Expose the capability to program a specific stage in graphics pipeline. Leverage CPU burden to GPU. 02/07/14 *) http://en.wikipedia.org/wiki/Shader 24
25. 25. Vertex & Fragments 02/07/14 25
29. 29. GLSL ● OpenGL Shading Language ● C-Like Grammar ● consistent version # with OpenGL since 3.3 ● GLSL ES 1.00 is based on GLSL 1.20 02/07/14 29
30. 30. GLSL ES – Basic Types vector/matrix types textures 02/07/14 30 http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
31. 31. Vertex Shader - Example // uniforms used by the shaders uniform mat4 u_mvp; // matrix to convert P from // model space to clip space. // attributes input to the vertex shader attribute vec4 a_position; // input position value attribute vec4 a_color; // input vertex color // varying variables – input to the fragment shader varying vec4 v_color; // output vertex color void main() { v_color = a_color; gl_Position = u_mvp * a_position; } 02/07/14 31
32. 32. Vertex Shader Attributes: position, color, normal, texture coordinate … etc Uniform: transform matrix, light direction … etc per-vertex info. global info. (0, 0.5, 0) (-0.5, -0.5, 0) 02/07/14 (0.5, -0.5, 0) 32
33. 33. Vertice Attributes /* vertex without VBO, copy to GPU before rendering each time*/ glEnableVertexAttribArray(vtxIdx); glVertexAttribPointer(vtxIdx, vtxSize, GL_FLOAT, GL_FALSE, vtxStride, vtxBuf); …… glBindAttribLocation(programObject, vtxIdx, “a_position”); glDrawElements(GL_TRIANGLES, numIdx, GL_UNSIGNED_SHORT, indices); 02/07/14 /* vertex with VBO, stored in GPU side */ glGenBuffer(1, &vboIds); glBindBuffer(GL_ARRAY_BUFFER, vboIdx); glBufferData(GL_ARRAY_BUFFER, vtxStride*numVtx, vtxBuf, GL_STATIC); offset = 0; glEnableVertexAttribArray(vtxIdx); glVertexAttribPointer(vtxIdx, vtxSize, GL_FLOAT, GL_FALSE, vtxStride, (void*)offset); …… glBindAttribLocation(programObject, vtxIdx, “a_position”); glDrawElements(GL_TRIANGLES, numIdx, GL_UNSIGNED_SHORT, indices); 33
34. 34. Primitives & Rasterization 02/07/14 34
35. 35. Uniforms GLint location; GLfloat mvp[16]; …… (calculate ModelViewProjection matrix) location = glGetUniformLocation(programObject, “u_mvp”); glUniform4fv(location, mvp); …… 103/02/07 35
36. 36. Coordinate Transformation world space e ey eye space model space View Matrix Rotate Translation Model Matrix Rotate/Scaling Translation Perspective Projection 103/02/07 Projection Matrix (Mproj * (Mview * (Mmodel * vertex))) = (Mproj * Mview * Mmodel) * vertex = Mmvp * vertex NDC, clip coordinate 36
37. 37. View Matrix(cont.) world space’ = world space – Peye +y +y’ +y +x’ +z’ world space e ey +x’ +y’ +z’ Translation ey e +x +x +z +z 103/02/07 37
38. 38. View Matrix(cont.) +y M +y’ X’ Y’ Z’ = X Y Z +x’ +z’ world space’ I e ey +x = -1 ∴ M= X’ Y’ 1 0 0 Z’ = T X’ Y’ Z’ 0 1 0 0 0 1 X’ = Y’ Z’ 103/02/07 38
40. 40. View Matrix Mview X’ Y’ Z’ 0 0 0 0 0 0 1 Mview = 103/02/07 1 0 0 0 0 1 0 0 0 0 -Peye 1 0 1 xw yw zw 1 = xe ye ze 1 X’ -dot(X’,Pe) Y’ -dot(Y’,Pe) Z’ -dot(Z’,Pe) 0 0 0 1 40
42. 42. Fragment Shader Color of a pixel in a fragment 103/02/07 42
43. 43. Fragment Shader - Example varying vec4 v_color; // input vertex color void main(void) { gl_FragColor = v_color; } 103/02/07 43
44. 44. Fragment Shader The varying inputs of fragment shader from vertex shader is interpolated for each pixel of a fragment. 103/02/07 44
45. 45. Per-fragment Lightinng Per-vertex Lighting Per-fragment Lighting 103/02/07 45 http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=222753
46. 46. Textures – 2D Texture // Generate a texture object glGenTextures(1, &textureId); // Bind the texture object glBindTexture(GL_TEXTURE_2D, textureId); // Load the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,GL_UNSIGNED_BYTE, pixels); // Set the filtering mode glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ….. // Get the sampler locations location = glGetUniformLocation(programObject, "s_texture"); // … // Bind the texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureId); // Set the sampler texture unit to 0 glUniform1i(location, 0); 103/02/07 ● Only Texture2D is supported (0.0, 1.0) (1.0, 1.0) (0.0, 0.0) (1.0, 0.0) 46
47. 47. Fragment Shader – Texture Example varying vec2 v_textcoord; uniform sampler2D s_texture; void main(void) { gl_FragColor = texture2D(s_texture, v_textcoord); } 103/02/07 47
48. 48. Texture - Environment Cube Mapping Environment mapping provides good reflection effect. 103/02/07 48
49. 49. Depth Test glEnable(GL_DEPTH_TEST); without depth test 103/02/07 with depth test 49
50. 50. Culling Culling opertaion discards the specific side of each triagles. glFrontFace(GL_CW); //clockwise glCullFace(GL_BACK); glEnable(GL_CULL_FACE); Clockwise V0 103/02/07 Counter-Clockwise V1 V2 V2 V1 V0 50
51. 51. Scissor/Stencil/Dithering Scissor Stencil Dithering 103/02/07 http://angra.blog31.fc2.com/blog-entry-52.html http://iphone-3d-programming.labs.oreilly.com/ch06.html 51
52. 52. Frame Buffer Objects – release the power of GPU motion blur Depth of Field Bloom lighting Light Scattering 103/02/07 http://developer.nvidia.com/docs/IO/8230/GDC2003_OpenGLShaderTricks.pdf http://en.wikipedia.org/wiki/Bloom_%28shader_effect%29 http://developer.amd.com/media/gpu_assets/Scheuermann_DepthOfField.pdf http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html http://www.fabiensanglard.net/lightScattering/index.php 52
53. 53. More Power on Desktop ● ● ● ● ● ● ● ● 3D texture Uniform Buffer Object Floating-Point Depth/Texture/Render buffer Double Precision Shader subroutines Geometry Shader Tessellation Shader …….. 103/02/07 53
54. 54. Further Study OpenGL ES 2.0 Programming Guide by Aaftab Munshi, Aaftab Munshi and Aaftab Munshi, Addison-Wesley, ISBN13: 978-0321502797 OpenGL ES SuperBible 4th/5th edition by Richard S. Wright, Nicholas S Haemel, Graham Sellers and Benjamin Lipchak, Addison-Wesley, ISBN13: 978-0321712615 3D Math Primer for Graphics and Game Development by Fletcher Dunn and Ian Parberry, Jones & Bartlett Publishers , ISBN13: 978-1556229114 GPU Gems 3 by Hubert Nguyen, Addison-Wesley, ISBN13: 978-0321515261 Free Online: http://developer.nvidia.com/object/gpu-gems-3.html 103/02/07 54
55. 55. Further Study GPU Pro 2 edited by Wolfgang Engel, A K Peters/CRC Press (GPU Pro Series) Original ShaderX series (http://tog.acm.org/resources/shaderx/) OpenGL ES 2.0 specification (API 2.0.25, GLSL ES 1.0.17) http://www.khronos.org/registry/gles/ OpenGL 4.1 Specification http://www.opengl.org/registry/ NeHe http://nehe.gamedev.net/ LightHouse3D http://www.lighthouse3d.com/opengl/ 103/02/07 55
56. 56. Q&A Thanks. 103/02/07 56