This API allows to wrap OpenGL Core Profile (>= 3.3) within C++ classes. It has been greatly inspired by the Python library GLumpy,
Warning: Do not confuse OpenGL Core Profile (>= 3.3) with OpenGL Legacy Profile (<= 3.2). This API does not manage OpenGL Legacy Profile.
Warning: this API is currently in gestation. This document is the expected final API behavior, when reading this line, the current version may not yet be totally compliant with this page. If you notice something wrong, please contribute by reporting either a bug or a fix !
Basic OpenGL objects offered to the developers are the following:
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Vertex Buffer Object (VBO) is a portion of GPU memory in which we store data like vertices, textures, normals, colors.
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Element Buffer Object (EBO) is an buffer indexing vertices in the aim to save GPU memory by replacing duplicated information by an index. Usually compression factor: a 3D coordinate in float is replaced by an uint8 identifier.
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Vertex Array Object (VAO) is an object referencing several VBO (and up to one EBO) and telling OpenGL how to interpret data. VAOs were optional in traditional OpenGL version but they are now mandatory. VAO they avoid for each display of the scene to transfer data from CPU into VBOs and prevent telling to OpenGL how to interpret data.
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VAO links to VBO is named attribute locations are also an OpenGL object.
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VAO can be seen has the identifier of a 3D model. For example in a 3D scene showing two house, and one car: you have to create two VAOs: one for the car, one for the house. When displaying the two house we just display the same object at two different location.
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Shader is a program that can be run by the GPU with a syntax near to the C language.
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Program is a set a several compiled shaders (at least vertex and fragment). Once compiled, only the program is used, shaders are no longer useful and usually detached from the memory while the program is used.
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Uniform, attributes are variables in shaders. Attributes are data transitioning in graphics pipeline (mainly vertices, colors). While uniforms are constant over all shaders.
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Attribute locations: is not because your shader attribute is named 'position' that is enough to make the link with the your VBO named 'position'. You have to tell OpenGL the link between the VAO and the VBO.
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RenderBuffer: OpenGL can either paint in the screen buffer or in a texture. The last option allows to create sophisticate 2D effect by injecting the texture into a second program shader that will apply a more complex image processing before displaying to result into either the screen or to a new texture (for a 2nd process for example). Different kind of renderer buffers can be: DepthBuffer (the Z coordinate of object are converted into a grey texture) or ColorBuffer or StencilBuffer (for cutting regions of the scene).
The following table allows to understand that OpenGL routines for any kind of OpenGL objects (VAO, VBO ...) can be grouped into six main functions: creation/relase, activation/deactivation, setup/update. Click here to see in raw format the table.
create() | setup() | activate() | update() | deactivate() | release() | handle | target | |
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VAO | glGenVertexArrays | - | glBindVertexArray | - | glBindVertexArray | glDeleteVertexArrays | create() | - |
VBO | glGenBuffers | glBufferData | glBindBuffer | glBufferSubData | glBindBuffer | glDeleteBuffers | create() | GL_ARRAY_BUFFER |
EBO | glGenBuffers | glBufferData | glBindBuffer | glBufferSubData | glBindBuffer | glDeleteBuffers | create() | GL_ELEMENT_ARRAY_BUFFER |
Shader | glCreateShader | GlShaderSource, GlCompileShader | - | - | - | glDeleteShader | create() | GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, GL_GEOMETRY_SHADER |
Program | glCreateProgram | GlAttachShader, GlLinkProgram, GlDetachShader | glUseProgram | - | glUseProgram | GlDeleteProgram,GlDetachShader | create() | - |
Uniform | glGetUniformLocation | - | - | - | - | - | create() | - |
Attribute | glGetAttribLocation | - | GlEnableVertexAttribArray, GlVertexAttribPointer | - | glDisableVertexAttribArray | - | create() | - |
RenderBuffer | glGenRenderbuffers | - | GlBindRenderbuffer, GlRenderbufferStorage | - | glBindRenderbuffer | - | create() | GL_RENDERBUFFER |
Texture | glGenTextures | glTexParameterf | glBindTexture | glBindTexture | glDeleteTextures | create() | ||
Texture1D | glTexImage1D | glTexSubImage1D | GL_TEXTURE_1D | |||||
Texture2D | glTexImage2D | glTexSubImage2D | GL_TEXTURE_2D | |||||
TextureDepth | glTexImage2D | glTexSubImage2D | GL_TEXTURE_2D | |||||
Texture3D | glTexImage2D | glTexSubImage2D | GL_TEXTURE_CUBE_MAP |
API routines are:
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create()
creates an OpenGL object in the GPU. An OpenGLhandle
is returned which is mainly a reference on the GPU memory that the CPU can use. Instead of letting the CPU manipulating an address from GPU, OpenGL simply returns an identifier (1, 2 ...). Note that 0 has a particular meaning and used for unbinding an Object (more details below). -
release()
allows to liberate OpenGL Object from the GPU memory. -
setup()
allows to set parameters the object (like done for textures, Shader, Program). -
activate()
allows to bindhandle
to OpenGL anddeactivate()
to unbind (0 is used instead of handle). What does binding mean ? OpenGL can only operate with a single object for each kind of object (a single VAO is used at a time, as well as a single VBO, Program ...). You can see that like a global variable inside the OpenGL state machine that you change with bind functions. The main advantage is that do not have to pass this object identifier in all OpenGL functions. They all refer to bound objects (this would also avoid to OpenGL to get more than one bound objects). The drawback with this method, is that you can easily forget to bind/unbind identifiers.
These routines are pure virtual methods in the interface class named GLObject. Any OpenGL Object is a class inheriting from GLObject has to implement all of these methods.
The following picture shows the inheritance of OpenGL classes.
The table is a summary of which OpenGL functions is called by the concrete methods (implementation). For example the setup for Program needs to call different OpenGL functions (for our API).
If we think well (GLumpy did it for me ;-) we can hide the presence of these methods to the developer: indeed they are private methods in GLObject: they are acceded by two public method: begin() and end() which call them inside a predefined order. It's the template method pattern permitting to encapsulate algorithms.
Here is the pseudo code of the begin() method:
begin()
{
if (need_create) { need_create = create() || return; }
activate();
if (need_setup) { need_setup = setup() || return; }
if (need_update) { need_update = update(); }
}
end()
{
deactivate();
}
Note: This is a pseudo code, the real performs more checks, for example if a method fails (for example OpenGL context is not yet created) it can be redone later.
need_create, need_setup, need_update are private states of GLObject: they remember what method to call or not to call anymore (for example creation is made once and setup is usually made once, except if the developer desire to change its behavior).
The main idea of GLumpy, that is API also uses is to allow the developer to modify data located in the CPU. Modified data are set as "dirty" and set in "pending" attempt to be transferred to the GPU for their display (which is the role of the update() method). Pending data are particularly useful for VBOs, textures and uniforms. A dirty block is defined by the index of its first and its last dirty element.
As a consequence you can work with a not ready OpenGL context. VBOs are an array of data. CPU side, the API maintains for these object index of the contiguous portion of dirty data. These data are send at the very last moment to GPU through the update() method.
Let suppose the following VBO array storing three consecutive 3D position (x,y,z). Let suppose there is no current pending data.
0 | 0 | 0 | 1 | 1 | 1 | 2 | 2 | 2 | PendingData={,} |
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Let change the 1st element with the value 42 which is now "dirty".
0 | 42 | 0 | 1 | 1 | 1 | 2 | 2 | 2 | PendingData={1,1} |
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Pending data is now referring to the first position of the array.
Now Let change the 1st element with the value 42 which is now "dirty". let change the 5th element with the value 43 which is now "dirty".
0 | 42 | 0 | 1 | 1 | 43 | 2 | 2 | 2 | PendingData={1,5} |
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Now all data from position 1 to 5 are considered as dirty. Pending data is now referring to the first and fifth position of the array.
Now let 0th element with the value 44 which is now "dirty". |
44 | 42 | 0 | 1 | 1 | 43 | 2 | 2 | 2 | PendingData={0,5} |
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Now all data from position 0 to 5 are considered as dirty. Pending data is now referring to the zeroth and fifth position of the array.
Let suppose that VBO::update() is now called. All dirty data (position 0 to 5) are flushed to the GPU, there is no more dirty data and pending data indices are cleared. |
44 | 42 | 0 | 1 | 1 | 43 | 2 | 2 | 2 | PendingData={,} |
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Flushing bulk of data, with in our case, with some data not set as dirty, seems not an optimized way of doing things. This is true but this allows to reduce the number of OpenGL routines to call. In addition, we can imagine a more sophisticated method in the case where order of element is not important: in this case you can simply swap position of the dirty element with the first non dirty element.
Init phase:
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First, write your fragment and vertex shaders either in a std::string or from a text file.
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Load the script into one of GLShader class: GLFragmentShader, GLVertesShader or GLGeometryShader with method fromFile() or fromString() to a GLProgram. A GLShader is a class storing the GLSL code and allowing to compile it. GLumpy allows to process it and macro process it for replacing/injecting piece of code. This API will not do this because you can use M4 macro code to reach the same behavior.
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Optionally add a geometry shader to the GLProgram. A GLProgram is the main class of this API. First it links all shaders and then creates a list of GLUniform, GLAttribute. The method compile() is just an alias to the begin() method but with a more explicit name and is optional.
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You have to create a GLVAO which will manages a set of GLVBOs. VBOs are created in the VAO when this one is bound to a GLProgram. Call the method GLProgram::createVAO(VAO&) to init has much as VAO as needed. Technically, VBOs and VAOs are not necessary yet created in the GPU: they will soon or later.
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For each VAO created, fill their attached VBOs with data (depending on your shader: vertices position, colors, textures) use the exact name of attributes written in shaders. VBOs have now pending data ready to be transmitted to the GPU.
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As help you can use GLProgram::attributeNames() to get the list of VBO names: they have the same name than attributes. VAO has also the same method for its VBOs: VBONames().
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GLProgram has methods like compiled(), hasErrored(), error(), shaderNames(), failedShaders(), uniformNames() to help you debugging.
Draw phase:
- For each VAO, make it used by the GLProgram with GLProgram::bind() then call the GLProgram::draw().
The following picture summarizes the composition of OpenGL classes described in steps seen previously. The Client is the class representing your application.
This API does not allow the developper to change them. Therefore their values is always 0. Contrary to GLumpy which uses Numpy which natively manages offset and stride and where VBO can be see as a std::map of arrays refereed by a name (so a VBO can be seen as a container of sub-VBOs) in this API when VBOs are created they are simply a single array with no views.
In conclusion you cannot pass a single array mixing for example vertices, colors and texture. You have to init the three created VBOs with three arrays.