Commit cc01b7a9 authored by Christopher Tenter's avatar Christopher Tenter
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Documentation for Render-plugins refs #1314

git-svn-id: 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 98500d5b
......@@ -124,4 +124,140 @@ += LitPointLight(, sg_vNormalVS, g_vLightPos_2, g_c
\section 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
prepareRenderingPipeline(_glState, _properties.drawMode(), PluginFunctions::getSceneGraphRootNode());
// clear back buffer
ACG::Vec4f clearColor = _properties.backgroundColor();
glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f);
// 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, sorts them
by priority in ascending order.
The sorted list of renderobjects is then stored in the sortedObjects_ array, inherited of IRenderer.
We then proceed to clear the back buffer and render each object with another helper-function: renderObject().
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.
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 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
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:
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->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);
\section 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.
dumpRenderObjectsToText("../../dump_ro.txt", &sortedObjects_[0]);
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.
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