source: OGRE/trunk/ogrenew/Docs/src/glsl.inc @ 692

Revision 692, 4.1 KB checked in by mattausch, 18 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1@subheading OpenGL GLSL
2OpenGL GLSL has a similar language syntax to HLSL but is tied to the OpenGL API. The are a few benefits over Cg in that it only requires the OpenGL render system plugin, not any additional plugins. Declaring a OpenGL GLSL program is similar to Cg but simpler. Here's an example:
3@example
4vertex_program myGLSLVertexProgram glsl
5{
6    source myGLSLVertexProgram.txt
7}
8@end example
9In GLSL, no entry point needs to be defined since it is always 'main()' and there is no target definition since GLSL source is compiled into native GPU code and not intermediate assembly. @*@*
10
11GLSL supports the use of modular shaders.  This means you can write GLSL external functions that can be used in multiple shaders.
12
13@example
14vertex_program myExteranalGLSLFunction1 glsl
15{
16    source myExternalGLSLfunction1.txt
17}
18
19vertex_program myExteranalGLSLFunction2 glsl
20{
21    source myExternalGLSLfunction2.txt
22}
23
24vertex_program myGLSLVertexProgram1 glsl
25{
26    source myGLSLfunction.txt
27    attach myExteranalGLSLFunction1 myExteranalGLSLFunction2
28}
29
30vertex_program myGLSLVertexProgram2 glsl
31{
32    source myGLSLfunction.txt
33    attach myExteranalGLSLFunction1
34}
35@end example
36
37External GLSL functions are attached to the program that needs them by using 'attach' and including the names of all external programs required on the same line seperated by spaces.  This can be done for both vertex and fragment programs.
38
39@subheading GLSL Texture Samplers
40To pass texture unit index values from the material script to texture samplers in glsl use 'int' type named parameters.  See the example below:@*
41
42excerpt from GLSL example.frag source:
43@example
44varying vec2 UV;
45uniform sampler2D diffuseMap;
46
47void main(void)
48{
49        gl_FragColor = texture2D(diffuseMap, UV);
50}
51@end example
52
53In material script:
54@example
55fragment_program myFragmentShader glsl
56{
57  source example.frag
58}
59
60material exampleGLSLTexturing
61{
62  technique
63  {
64    pass
65    {
66      fragment_program_ref myFragmentShader
67      {
68        param_named diffuseMap int 0
69      }
70
71      texture_unit
72      {
73        texture myTexture.jpg 2d
74      }
75    }
76  }
77}
78@end example
79
80An index value of 0 refers to the first texture unit in the pass, an index value of 1 refers to the second unit in the pass and so on.@*@*
81
82@subheading Matrix parameters
83
84Here are some examples of passing matrices to GLSL mat2, mat3, mat4 uniforms:
85
86@example
87material exampleGLSLmatixUniforms
88{
89  technique matrix_passing
90  {
91    pass examples
92    {
93      vertex_program_ref myVertexShader
94      {
95        // mat4 uniform
96        param_named OcclusionMatrix matrix4x4 1 0 0 0  0 1 0 0  0 0 1 0  0 0 0 0
97        // or
98        param_named ViewMatrix float16 0 1 0 0  0 0 1 0  0 0 0 1  0 0 0 0
99       
100        // mat3
101        param_named TextRotMatrix float9 1 0 0  0 1 0  0 0 1 
102      }
103     
104      fragment_program_ref myFragmentShader
105      {
106        // mat2 uniform
107        param_named skewMatrix float4 0.5 0 -0.5 1.0
108      }
109
110    }
111  }
112}
113@end example
114
115@subheading Matrix parameters
116
117Here are some examples of passing matrices to GLSL mat2, mat3, mat4 uniforms:
118
119@example
120material exampleGLSLmatixUniforms
121{
122  technique matrix_passing
123  {
124    pass examples
125    {
126      vertex_program_ref myVertexShader
127      {
128        // mat4 uniform
129        param_named OcclusionMatrix matrix4x4 1 0 0 0  0 1 0 0  0 0 1 0  0 0 0 0
130        // or
131        param_named ViewMatrix float16 0 1 0 0  0 0 1 0  0 0 0 1  0 0 0 0
132       
133        // mat3
134        param_named TextRotMatrix float9 1 0 0  0 1 0  0 0 1 
135      }
136     
137      fragment_program_ref myFragmentShader
138      {
139        // mat2 uniform
140        param_named skewMatrix float4 0.5 0 -0.5 1.0
141      }
142
143    }
144  }
145}
146@end example
147
148@subheading Accessing OpenGL states in GLSL
149GLSL can access most of the GL states directly so you do not need to pass these states through @ref{param_named_auto} in the material script.  This includes lights, material state, and all the matrices used in the openGL state ie model view matrix, worldview projection matrix etc. @*@*
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