Commit 4fd341de authored by Christopher Tenter's avatar Christopher Tenter

documentation for DrawModes and ShaderGenerator

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@16015 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 8afeb70f
......@@ -17,10 +17,30 @@ The VertexDeclaration class is used to specify the layout of a vertex element (V
\section shaderGenerator Generating GLSL shaders
The \subpage ShaderGenerator_page class can be used to generate default GLSL shader code.
\note The main function is not generated and must therefore be provided via the buildShaderCode function
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:
\code
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
}
\endcode
Via shader specific information stored in the ShaderGenDesc struct in the RenderObject attached to a scene node, we can specify the shader input and output
with the functions ShaderGenerator::initVertexShaderIO and ShaderGenerator::initFragmentShaderIO.
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.
\subsection shaderCache The Shader Cache
......@@ -32,4 +52,25 @@ redundancy free shader management. ( ACG::ShaderCache )
\subsection glslShader The GLSL Shader
The Shader class is a helper class for building and using GLSL programs
\subsection Draw 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.
*/
......@@ -434,6 +434,9 @@ void ShaderProgGenerator::initGenDefines(ShaderGenerator* _gen)
if (desc_.vertexColors)
_gen->addDefine("SG_VERTEX_COLOR 1");
if (desc_.shadeMode != SG_SHADE_UNLIT)
_gen->addDefine("SG_NORMALS 1");
// # lights define
QString strNumLights;
strNumLights.sprintf("SG_NUM_LIGHTS %d", desc_.numLights);
......
......@@ -180,6 +180,7 @@ Depending on the shademode of ShaderGenDesc, exactly one of the following define
Additional defines:
\code
SG_NORMALS // defined if vertex normals are available
SG_TEXTURE // defined if ShaderGenDesc.textured == true
SG_VERTEX_COLOR // defined if ShaderGenDesc.vertexColors == true
......
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