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The non-fixed OpenGL rendering pipeline

The ACG library supports two different approaches to rendering the scenegraph: direct fixed-function based and data-driven. This page focuses on how to make use of the latter. The data-driven approach makes it possible to have complete control over the rendering pipeline in a custom render-plugin.

The BaseNode in the Scenegraph

Every node in the scenegraph is able to provide the renderer with data by creating RenderObject. A RenderObject is a collection of data, which is necessary to execute a draw-call. This data consists of information about: shaders, textures, uniforms, OpenGL-states, vertex-layout, vertex buffer etc. These RenderObjects are created in the getRenderObjects() function of a node. Finally, a node is not supposed to execute draw-calls on its own in getRenderObjects(), but should only provide render-object data.

The IRenderer interface

Custom render plugins for the data-driven rendering approach have to implement the IRenderer interface. This interface provides basic functionality such as collecting render-object data from the scenegraph and executing a draw-call for a render-object.

Defining RenderObjects

This is the collection of rendering-data that is necessary for a draw-call. It should be noted that any memory addresses set to a RenderObject have to remain valid until used in the render-plugin. Thus, addresses set in the getRenderObjects() method should point to permanent data in the heap, not to local data in the stack!

Typically, RenderObjects are initialized somewhat similar to the following manner.

RenderObject ro;
ro.initFromState(&_state); // copy opengl-states and transforms from GLState
ro.depthTest = true; // force depth-testing
ro.shaderDesc.shadeMode = SG_SHADE_UNLIT; // disable lighting
ro.emissive = Vec3f(1.0f, 1.0f, 1.0f); // base color
ro.vertexBuffer = myVBO; // vertex/index buffer
ro.indexBuffer = myIBO;
ro.vertexDecl = myVertexDecl; // vertex layout
ro.glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0); // same as glDrawElements, but does not execute draw-call! stores data only instead
_renderer->addRenderObject(&ro);

Defining the layout of a vertex element

The VertexDeclaration class is used to specify the layout of a vertex element (VertexElement)

Generating GLSL shaders

The Shader Generator class can be used to generate default GLSL shader code. It is possible to have the complete shader generated with typical shading options such as phong or flat shading. Alternatively the main function can be fully customized via template files or ShaderModifiers. Template files are specified in ShaderGenDesc::vertexTemplateFile and ShaderGenDesc::fragmentTemplateFile and they extend the generated code by a user defined main function. Shader vertex I/O attributes and uniforms can also be user defined; however, make sure that there is no name conflict with the generated shader code. Example: A vertex offset operation based on normals is accomplished with the following template file:

void main()
{
// default vertex transforms are handled by the generator by replacing the SG_VERTEX_BEGIN with generated code
SG_VERTEX_BEGIN
#ifdef SG_NORMALS
sg_vPosPS = g_mWVP * (inPosition + vec4(inNormal, 0));
#endif
SG_VERTEX_END
}

But templates are optional and are not needed to generate shaders for mimicking the fixed function pipeline. Alternatively, ShaderModifiers are useful for global shading effects which only change few code lines and are also combinable with each other allowing a more dynamic shader customization. The Depth-Peeling renderer shows how to use these modifiers.

Adding custom vertex attributes

The complete vertex layout is defined by creating a VertexDeclaration object. Standard attributes are: position, normal, texture coordinate and color. These attributes are marked with their corresponding ACG::VERTEX_USAGE qualifier and have a predefined variable name in the vertex shader input: Their variable names are predefined as "inPosition", "inNormal", "inTexCoord" and "inColor".

Custom attributes have to be declared with the ACG::VERTEX_USAGE_SHADER_INPUT qualifier as follows:

vertexDeclaration.addElement(GL_FLOAT, 4, VERTEX_USAGE_SHADER_INPUT, byte_offset, "inCustomParams");

This vertex declaration is then used with the render object. The vertex shader can now make use of the additional attributes by using the same variable name as in the vertex declaration. In this case the vertex shader would use the attribute like this:

in vec4 inCustomParams;
void main()
{
SG_VERTEX_BEGIN;
// do something with inCustomParams ..
SG_VERTEX_BEGIN;
}

Furthermore, attribute can be passed through to the next shader stage. This has to be done manually and it must be guaranteed that the variable names do not clash with the keywords used by the ShaderGenerator:

in vec4 inCustomParams;
out vec4 v2f_CustomParams; // make v2f_CustomParams available in fragment shader for example
void main()
{
SG_VERTEX_BEGIN;
// do something with inCustomParams ..
v2f_CustomParams = inCustomParams;
SG_VERTEX_BEGIN;
}

Note that the vertex shader can be modified to accept the new attributes either with a shader modifier or a shader template file.

The Shader Cache

The Shader Cache singleton class should be used to manage the used shaders. You can query a shader from the cache via a shader description. If it is already available, it will be returned from the cache. Otherwise, it is compiled and linked. This ensures more efficient and redundancy free shader management. ( ACG::ShaderCache )

The GLSL Shader

The Shader class is a helper class for building and using GLSL programs

Modes

A DrawMode is a set of properties that describe how to present an object (i.e. wireframe, textured, flat-shaded...). There are two types of Drawmodes: bitflags and property-based. Bitflags are a combination of predefined Drawmodes such as SOLID_SMOOTH_SHADED and WIREFRAME. Afterwards it can be tested with the bitwise & operator whether it contains such an atomic DrawMode.

Property-based draw modes use a different approach by defining a set of properties for an atomic DrawMode. These settings are stored in the DrawModeProperties structure. Support for combined drawmodes is possible by adding a new layer for each atomic drawmode. Each layer is represented by one atomic DrawModeProperties structure. Initially each property-based draw mode consists of exactly one layer which is equivalent to an atomic draw mode. If we also want to render the wireframe or halfedge representation of an object in combination with a solid mode, we can fill out a DrawModeProperties struct for that purpose and call DrawMode::addLayer() to combine wireframe and solid mode.

A scenegraph node can iterate over each layer of a Drawmode via getNumLayers() and getLayer() and draw its object according to the properties of that layer.

Example: Draw with gouraud shading:

DrawModeProperties props;
props.lightStage(LIGHTSTAGE_SMOOTH); // lighting should be done in vertex shader
props.normalSource(NORMAL_PER_VERTEX); // use smooth vertex normals
drawMode.setDrawModeProperties(props); // assign to layer 0

Draw with phong lighting:

DrawModeProperties props;
props.lightStage(LIGHTSTAGE_PHONG); // lighting should be done in fragment shader
props.normalSource(NORMAL_PER_VERTEX); // use smooth vertex normals
drawMode.setDrawModeProperties(props); // assign to layer 0

Draw with flat shading and wireframe (2 layers):

// define flat shading properties
DrawModeProperties props;
props.lightStage(LIGHTSTAGE_SMOOTH); // lighting should be done in vertex shader
props.normalSource(NORMAL_PER_FACE); // use per face normals
drawMode.setDrawModeProperties(props); // assign flat shading to layer 0
// define unlit properties for wireframe rendering
props.primitive(PRIMITIVE_WIREFRAME); // use wireframe instead of solid faces
props.lightStage(LIGHTSTAGE_UNLIT); // no lighting
drawMode.addLayer(&props); // assign wireframe to layer 1

The object is then rendered in two passes (one for each layer) with different shader programs. Note that the light stage tells the shader generator whether to do the lighting in vertex or fragment shader or to skip it entirely. Then a combination of lighting functions are added to the shader code based on the light configuration in the ShaderGenDesc structure.

Example based on a DIRECTIONAL, DIRECTIONAL, POINTLIGHT configuration:

sg_cColor.xyz += LitDirLight(sg_vPosVS.xyz, sg_vNormalVS, g_vLightDir_0, g_cLightAmbient_0, g_cLightDiffuse_0, g_cLightSpecular_0);
sg_cColor.xyz += LitDirLight(sg_vPosVS.xyz, sg_vNormalVS, g_vLightDir_1, g_cLightAmbient_1, g_cLightDiffuse_1, g_cLightSpecular_1);
sg_cColor.xyz += LitPointLight(sg_vPosVS.xyz, sg_vNormalVS, g_vLightPos_2, g_cLightAmbient_2, g_cLightDiffuse_2, g_cLightSpecular_2, g_vLightAtten_2);

Creating new renderer plugins

The rendering pipeline is fully customizable via external plugins. Each shader-based renderer is represented by a subclass of RenderInterface and ACG::IRenderer, where RenderInterface enables the renderer to be selected in the viewport of OpenFlipper (right-click on coordinate-axis -> Renderers -> "renderer-name"). and ACG::IRenderer provides the connection of scenegraph-nodes to the renderer. Additionally further helper-functions are already implemented in IRenderer such as the collection and sorting of RenderObjects and basic rendering procedures of RenderObjects, but the scene rendering routine must be implemented in the plugin. Plugin-Render-ShaderPipeline is a minimal example of a simple rendering-plugin.

Rendering code is implemented in the render() function inherited by RenderInterface and should always look like this:

void Renderer::render(ACG::GLState* _glState, Viewer::ViewerProperties& _properties)
{
// collect renderobjects + prepare OpenGL state
// render every object
for (int i = 0; i < getNumRenderObjects(); ++i)
// restore common opengl state
// log window remains hidden otherwise
}

The code begins and ends by calling prepareRenderingPipeline() and finishRenderingPipeline() which are helper-functions of IRenderer. Here, prepareRenderingPipeline traverses the scenegraph to collect render-objects and sorts them by priority in ascending order. The sorted list of renderobjects can be accessed via getRenderObject(). Another helper function: renderObject() prepares OpenGL states (vertex/index source, boolean glEnable states..), sets shader uniforms according the data in the RenderObject structure and executes the draw call of a RenderObject. Furthermore it is possible to force the use of a shader or disallow any changes made via glEnable/glDisable by specifying the 2nd and 3rd parameter of renderObject(). Note that renderObject() is only a helper-function and may also be ignored and implemented on your own. Finally, finishRenderingPipeline() resets the OpenGL state machine such that it does not interfere with following draw-calls made by Qt.

The advantage of this data-driven design is that a custom render-plugin has complete control over the scene-rendering. For instance, it is possible to setup custom shaders, modify provided shaders, perform multiple render-passes into custom FBOs etc. If custom FBOs are used in a renderer, the input FBO can be easily restored by calling restoreInputFbo(). Also, the input FBO should not be cleared by a render-plugin, as this is done already by OpenFlipper!

The depth-peeling renderer plugin is a more complex example, but showcases the flexibility of the renderer interface. It makes use of global shader effects which are fully integrated to the shader-generation pipeline. Only small changes to an existing shader have to be made in order to implement depth peeling and thus the concept of ShaderModifiers is used here. Take a look at the PeelShaderModifier for example:

class PeelLayerModifier : public ShaderModifier
{
public:
void modifyFragmentIO(ShaderGenerator* _shader)
{
_shader->addUniform("sampler2D g_DepthLayer");
}
void modifyFragmentBeginCode(QStringList* _code)
{
// compare current depth with previous layer
_code->push_back("float dp_prevDepth = texture(g_DepthLayer, sg_vScreenPos).x;");
_code->push_back("if (gl_FragCoord.z <= dp_prevDepth) discard;");
}
void modifyFragmentEndCode(QStringList* _code)
{
_code->push_back("outFragment = vec4(sg_cColor.rgb * sg_cColor.a, sg_cColor.a);");
}
static PeelLayerModifier instance;
};

Applying this modifier to the shader generator will result in a new uniform in the fragment shader (sampler2D g_DepthLayer) and a slightly modified fragment shader. modifyFragmentBeginCode() adds shader-code before the fragment lighting stage and modifyFragmentEndCode() adds shader-code at the end of the main() function of the shader. Obviously, these code excerpts have to comply to the naming convention of the shader-generator.

We have to register each modifier to the shader generator:

ShaderProgGenerator::registerModifier(&PeelLayerModifier::instance);

Later in the render() function we can make use of this modifier via getProgram() of ShaderCache:

GLSL::Program* peelProg = ShaderCache::getInstance()->getProgram(&sortedObjects_[k]->shaderDesc, PeelLayerModifier::instance);
peelProg->use();
peelProg->setUniform("g_DepthLayer", 4);
renderObject(sortedObjects_[k], peelProg, true);

Multiple shader modifiers can be applied to one shader, but the order of modifiers is undefined.

ShaderCache::getInstance()->getProgram(&shaderDesc, ModifierA_ID | ModifierB_ID);

Shader template files

Shader generation can be controlled with shader template files. These template files contain custom shader code and are later extended by the ShaderGenerator. Obviously, only one template at a time can be used by the ShaderGenerator, so render-plugins should prefer modifiers to retain combinational flexibility.

Example template: The depth-peeling effect can also be achieved with templates instead of shader-modifiers.

// declare custom uniforms
uniform sampler2D g_DepthLayer;
// the generator takes care of all essential uniforms
void main()
{
// At first, the generator calculates sg_vScreenPos and sg_cColor for us here
SG_FRAGMENT_BEGIN; // begin code marker, insert generated code here
// customized peeling code
float dp_prevDepth = texture(g_DepthLayer, sg_vScreenPos).x;
if (gl_FragCoord.z <= dp_prevDepth) discard;
// end of fragment shader
SG_FRAGMENT_END; // end code marker
// overwrite color output of generator for peel-layer blending
outFragment = vec4(sg_cColor.rgb * sg_cColor.a, sg_cColor.a);
}

Assume that this template file is stored at ShaderDir/DepthPeeling/peelLayer.template, then the peel shader is assembled as follows:

// QString to fragment shader template
QString qstrInitTemplate = OpenFlipper::Options::shaderDirStr() + QDir::separator() + QString("DepthPeeling/peelLayer.template");
// make temp-copy of ShaderGenDesc
ShaderGenDesc peelDesc = sortedObjects_[k]->shaderDesc;
// specify template string
std::string strTemplateFile = qstrInitTemplate.toStdString();
peelDesc.fragmentTemplateFile = strTemplateFile.c_str();
// query shader-program from cache
GLSL::Program* peelProg = ShaderCache::getInstance()->getProgram(&peelDesc);

Keep in mind that this technique eventually overwrites any template set by scenegraph-nodes.

Debugging tips and tricks

The most important function for debugging dumpRenderObjects() is provided by ACG::IRenderer. This can be called after call to prepareRenderingPipeline() and it creates a text file containing a full data dump of all render objects with all states and shader codes for each. You can just call the dumpRenderObjectsToTexxt() function with a filename and a pointer to the sortedObjects_.

Often encountered errors:

  • lighting disabled in ShaderGenDesc and black emission color (use different emission color)
  • wrong depth-buffer states
  • color write disabled
  • wrong vertex declaration format
  • temporary vertex declaration (it should be a static or member variable) The address set to the render object has to be valid after the call to getRenderObject().

If the whole scene seems to be rendered wrong, it is possible that one draw-call causes problems in the OpenGL state machine. Try to render only a selection of renderobjects until the problematic one is found.