Learning Modern 3D Graphics Programming - Chalmers
[Pages:360]Learning Modern 3D Graphics Programming
Jason L. McKesson
Learning Modern 3D Graphics Programming
Jason L. McKesson Copyright ? 2012 Jason L. McKesson
Table of Contents
About this Book .................................................................................................................................................................... iv Why Read This Book? ................................................................................................................................................... iv What You Need ............................................................................................................................................................. v Organization of This Book ............................................................................................................................................... v Conventions used in This Book ....................................................................................................................................... vi
Building the Tutorials ............................................................................................................................................................. 1 I. The Basics ......................................................................................................................................................................... 3
Introduction ................................................................................................................................................................... 4 1. Hello, Triangle! ........................................................................................................................................................ 21 2. Playing with Colors ................................................................................................................................................... 34 II. Positioning ...................................................................................................................................................................... 43 3. OpenGL's Moving Triangle ........................................................................................................................................ 44 4. Objects at Rest ......................................................................................................................................................... 54 5. Objects in Depth ....................................................................................................................................................... 74 6. Objects in Motion ..................................................................................................................................................... 97 7. World in Motion ..................................................................................................................................................... 121 8. Getting Oriented ...................................................................................................................................................... 142 III. Illumination .................................................................................................................................................................. 158 9. Lights On ............................................................................................................................................................... 159 10. Plane Lights .......................................................................................................................................................... 185 11. Shinies ................................................................................................................................................................. 208 12. Dynamic Range ..................................................................................................................................................... 229 13. Lies and Impostors ................................................................................................................................................. 247 IV. Texturing ..................................................................................................................................................................... 266 14. Textures are not Pictures ......................................................................................................................................... 267 15. Many Images ........................................................................................................................................................ 289 16. Gamma and Textures ............................................................................................................................................. 311 17. Spotlight on Textures ............................................................................................................................................. 320 V. Framebuffer ................................................................................................................................................................... 339 VI. Advanced Lighting ........................................................................................................................................................ 340 A. Further Study ................................................................................................................................................................. 341 Topics of Interest ........................................................................................................................................................ 341 B. History of PC Graphics Hardware ..................................................................................................................................... 343 Voodoo Magic ............................................................................................................................................................ 343 Dynamite Combiners ................................................................................................................................................... 343 Vertices and Registers ................................................................................................................................................. 345 Programming at Last ................................................................................................................................................... 346 Dependency ............................................................................................................................................................... 348 Modern Unification ..................................................................................................................................................... 349 C. Getting Started with OpenGL ............................................................................................................................................ 352 Manual Usage ............................................................................................................................................................ 352
iii
About this Book
Three dimensional graphics hardware is fast becoming, not merely a staple of computer systems, but an indispensable component. Many operating systems directly use and even require some degree of 3D rendering hardware. Even in the increasingly important mobile computing space, 3D graphics hardware is a standard feature of all but the lowest power devices.
Understanding how to make the most of that hardware is a difficult challenge, particularly for someone new to graphics and rendering.
Why Read This Book?
There are many physical books for teaching graphics. There are many more online repositories of knowledge, in the form of wikis, blogs, tutorials, and forums. So what does this book offer that others do not?
Programmability. Virtually all of the aforementioned sources instruct beginners using something called "fixed functionality." This represents configurations in older graphics processors that define how a particular rendering operation will proceed. It is generally considered easiest to teach neophyte graphics programmers using the fixed function pipeline.
This is considered true because it is easy to get something to happen with fixed functionality. It's simpler to make pictures that look like something real. The fixed function pipeline is like training wheels for a bicycle.
There are downsides to this approach. First, much of what is learned with this approach must be inevitably abandoned when the user encounters a graphics problem that must be solved with programmability. Programmability wipes out almost all of the fixed function pipeline, so the knowledge does not easily transfer.
A more insidious problem is that the fixed function pipeline can give the illusion of knowledge. A user can think they understand what they are doing, but they're really just copy-and-pasting code around. Programming thus becomes akin to magical rituals: you put certain bits of code before other bits, and everything seems to work.
This makes debugging nightmarish. Because the user never really understood what the code does, the user is unable to diagnose what a particular problem could possibly mean. And without that ability, debugging becomes a series of random guesses as to what the problem is.
By contrast, you cannot use a programmable system successfully without first understanding it. Confronting programmable graphics hardware means confronting issues that fixed function materials often gloss over. This may mean a slower start overall, but when you finally get to the end, you truly know how everything works.
Another problem is that, even if you truly understand the fixed function pipeline, it limits how you think about solving problems. Because of its inflexibility, it focuses your mind along certain problem solving possibilities and away from others. It encourages you to think of textures as pictures; vertex data as texture coordinates, colors, or positions; and the like. By its very nature, it limits creativity and problem solving.
Lastly, even on mobile systems, fixed functionality is generally not available in the graphics hardware. Programmability is the order of the day for most graphics hardware, and this will only become more true in the future.
What this book offers is beginner-level instruction on what many consider to be an advanced concept. It teaches programmable rendering for beginning graphics programmers, from the ground up.
This book also covers some important material that is often neglected or otherwise relegated to "advanced" concepts. These concepts are not truly advanced, but they are often ignored by most introductory material because they do not work with the fixed function pipeline.
This book is first and foremost about learning how to be a graphics programmer. Therefore, whenever it is possible and practical, this book will present material in a way that encourages the reader to examine what graphics hardware can do in new and interesting ways. A good graphics programmer sees the graphics hardware as a set of tools to fulfill their needs, and this book tries to encourage this kind of thinking.
One thing this book is not, however, is a book on graphics APIs. While it does use OpenGL and out of necessity teach rendering concepts in terms of OpenGL, it is not truly a book that is about OpenGL. It is not the purpose of this book to teach you all of the ins and outs of the OpenGL API.There will be parts of OpenGL functionality that are not dealt with because they are not relevant to any of the lessons that this book teaches. If you already know graphics and are in need of a book that teaches modern OpenGL programming, this is not it. It may be useful to you in that capacity, but that is not this book's main thrust.
iv
About this Book
This book is intended to teach you how to be a graphics programmer. It is not aimed at any particular graphics field; it is designed to cover most of the basics of 3D rendering. So if you want to be a game developer, a CAD program designer, do some computer visualization, or any number of things, this book can still be an asset for you.
This does not mean that it covers everything there is about 3D graphics. Hardly. It tries to provide a sound foundation for your further exploration in whatever field of 3D graphics you are interested in.
One topic this book does not cover in depth is optimization. The reason for this is simply that serious optimization is an advanced topic. Optimizations can often be platform-specific, different for different kinds of hardware. They can also be API-specific, as some APIs have different optimization needs. Optimizations may be mentioned here and there, but it is simply too complex of a subject for a beginning graphics programmer. There is a chapter in the appendix covering optimization opportunities, but it only provides a fairly high-level look.
What You Need
This is a book for beginning graphics programmers; it can also serve as a book for those familiar with fixed functionality who want to understand programmable rendering better. But this is not a book for beginning programmers.
You are expected to be able to read C and reasonable C++ code. If "Hello, world!" is the extent of your C/C++ knowledge, then perhaps you should write some more substantial code before proceeding with trying to render images. 3D graphics rendering is simply not a beginner programming task; this is just as true for traditional graphics learning as for modern graphics learning.
These tutorials should be transferable to other languages as well. If you can read C/C++, that is enough to understand what the code is doing. The text descriptions that explain what the code does are also sufficient to get information out of these tutorials.
Any substantial discussion of 3D rendering requires a discussion of mathematics, which are at the foundation of all 3D graphics. This book expects you to know basic geometry and algebra.
The tutorials will present the more advanced math needed for graphics as it becomes necessary, but you should have at least a working knowledge of geometry and algebra. Linear algebra is not required, though it would be helpful.
The code tutorials in this book use OpenGL as their rendering API. You do not need to know OpenGL, but to execute the code, you must have a programming environment that allows OpenGL. Specifically, you will need hardware capable of running OpenGL version 3.3. This means any GeForce 8xxx or better, or any Radeon HD-class card. These are also called "Direct3D 10" cards, but you do not need Windows Vista or 7 to use their advanced features through OpenGL.
Organization of This Book
This book is broken down into a number of general subjects. Each subject contains several numbered chapters called tutorials. Each tutorial describes several related concepts. In virtually every case, each concept is demonstrated by a companion set of code.
Each tutorial begins with an overview of the concepts that will be discussed and demonstrated. At the end of each tutorial is a review section and a glossary of all terms introduced in that tutorial. The review section will explain the concepts presented in the tutorial. It will also contain suggestions for playing with the source code itself; these are intended to further your understanding of these concepts. If the tutorial introduced new OpenGL functions or functions for the OpenGL shading language, they will be reviewed here as well.
This is a book for beginning graphics programmers. Graphics is a huge topic, and this book will not cover every possible effect, feature, or technique. This book will also not cover every technique in full detail. Sometimes techniques will be revisited in later materials, but there simply isn't enough space to say everything about everything. Therefore, when certain techniques are introduced, there will be a section at the end providing some cursory examination of more advanced techniques. This will help you further your own research into graphics programming, as you will know what to search for online or in other books.
Each tutorial ends with a glossary of all of the terms defined in that tutorial.
Browser Note
This website and these tutorials make extensive use of SVG images. Basic SVG support is in all major browsers except all Internet Explorer versions before version 9. If you are content with these versions of Internet Explorer (or unable to upgrade), consider installing the Google Chrome Frame add-on for IE8. This will allow you to see the images correctly.
v
About this Book
Conventions used in This Book
Text in this book is styled along certain conventions. The text styling denotes what the marked-up text represents. ? defined term: This term will have a definition in the glossary at the end of each tutorial. ? FunctionNames: These can be in C, C++, or the OpenGL Shading Language. ? nameOfVariable: These can be in C, C++, or the OpenGL Shading Language. ? GL_ENUMERATORS ? Names/Of/Paths/And/Files ? K: The keyboard key "K," which is not the same as the capital letter "K". The latter is what you get by pressing Shift+K.
vi
Building the Tutorials
These tutorials require a number of external libraries in order to function. The specific version of these libraries that the tutorials use are distributed with the tutorials. The tutorial source distribution [] can be found online. This section will describe each of the external libraries, how to build them, and how to build the tutorials themselves. Windows and Linux builds are supported.
You will need minimal familiarity with using the command line in order to build these tutorials. Also, any mention of directories is always relative to where you unzipped this distribution.
File Structure
The layout of the files in the tutorial directory is quite simple. The framework directory and all directories of the form Tut* contain all of the source code for the tutorials themselves. Each Tut* directory has the code for the various tutorials. The framework directory simply contains utility code that is commonly used by each tutorial.
Each tutorial contains one or more projects; each project is referenced in the text for that tutorial.
The Documents directory contains the source for the text documentation explaining how these tutorials work. This source is in xml files using the DocBook 5.0 format.
Every other directory contains the code and build files for a library that the tutorials require.
Necessary Utilities
In order to build everything, you will need to download the Premake 4 [] utility for your platform of choice.
Premake is a utility like CMake []: it generates build files for a specific platform. Unlike CMake, Premake is strictly a command-line utility. Premake's build scripts are written in the Lua language [], unlike CMake's build scripts that use their own language.
Note that Premake only generates build files; once the build files are created, you can use them as normal. It can generate project files for Visual Studio, Code::Blocks [], and XCode, as well as GNU Makefiles. And unless you want to modify one of the tutorials, you only need to run Premake once for each tutorial.
The Premake download comes as a pre-built executable for all platforms of interest, including Linux.
Unofficial OpenGL SDK
The Unofficial OpenGL SDK [] is an aggregation of libraries, unifying a number of tools for developing OpenGL applications, all bound together with a unified build system. A modified SDK distribution is bundled with these tutorials; this distro does not contain the documentation or GLFW that comes with the regular SDK.
The SDK his library uses Premake to generate its build files. So, with premake4.exe in your path, go to the glsdk directory. Type premake4 plat, where plat is the name of the platform of choice. For Visual Studio 2008, this would be "vs2008"; for VS2010, this would be "vs2010." This will generate Visual Studio projects and solution files for that particular version.
For GNU and makefile-based builds, this is "gmake". This will generate a makefile. To build for debug, use make config=debug; similarly, to build for release, use make config=release.
Using the generated build files, compile for both debug and release. You should build the entire solution; the tutorials use all of the libraries provided.
Note that there is no execution of make install or similar constructs. The SDK is designed to be used where it is; it does not install itself to any system directories on your machine. Incidentally, neither do these tutorials.
1
Building the Tutorials
Tutorial Building
Each tutorial directory has a premake4.lua file; this file is used by Premake to generate the build files for that tutorial. Therefore, to build any tutorial, you need only go to that directory and type premake4 plat, then use those build files to build the tutorial. Each tutorial will generally have more than one source file and generate multiple executables. Each executable represents a different section of the tutorial, as explained in that tutorial's documentation. If you want to build all of the tutorials at once, go to the root directory of the distribution and use Premake on the premake4.lua file in that directory. It will put all of the tutorials into one giant project that you can build. If you look at any of the tutorial source files, you will not find the main function defined anywhere. This function is defined in framework/ framework.cpp; it and all of the other source files in the framework directory is shared by every tutorial. It does the basic boilerplate work: creating a FreeGLUT window, etc. This allows the tutorial source files to focus on the useful OpenGL-specific code.
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