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> when this task used to be as simple as: a) Immediate Mode has been out of fashion for since before the turn of the century. Even the good old NVidia GeForce2
by datenwolf 10y ago
> when this task used to be as simple as:
a) Immediate Mode has been out of fashion for since before the turn of the century. Even the good old NVidia GeForce2 of 1998 already had OpenGL extensions that are essentially vertex buffer objects; you can in fact use the GL_ARB_vertex_buffer_object extension on a GeForce2. If you don't believe me, I'm currently headed to my mother's and I have a old box stored in her cellar with a GeForce2 in it; I could give interested parties a SSH into it (you just have to live with a old Gentoo installation that I didn't touch for some 10 years or so).
b) There's a certain complexity cutoff where the whole shader loading boilerplate plus shader code is less, than what it takes to setup an equivalent fixed function pipeline setup. Making an educated estimation I'd say, that the break even point is, when enabling a register combiner on two textures, one a cube map, the other a normal+shininess map, setting DOT3 combining of normal with vertex secondary color (for normal mapping), directing the normal map into the cubemap texture coordinate lookup and fading between reflection and dull shader based on shininess. Sounds complex? Indeed it is, but keep in mind that this kind of thing was already possible with the GeForce3 (at least, I think it may even work on the GeForce2, but after over 14 years since writing the last time a program targeting it, I'm a bit shaky on the details).
Anyway, to set up this kind of register combining you'd need between 4 to 5 calls of glTexEnvi per texture. Another 3 glTexEnvi calls for setting up the secondary color muxing mode and another 3 calls for setting the final stage fading mode. Add to that the hours of twisting your brain to figure trying to wrap your mind around all the relevant state switches in the register combiners.
With shaders you simply write down what you want.
- xigency 10y agoYes, I'm aware of how both immediate mode and vertex arrays work in OpenGL. The problem, and this is even getting away from what the article addresses, is that a green developer approaching the application must learn an entirely new language (shaders) before drawing a single primitive. In mattbee's example, what is the beginner supposed to think of the line "#version 410" or "in vec3 vp" which is not even C code? I'm also not saying that all of the legacy functions from the fixed-function pipeline should be maintained, with all of their specific parameters, but that those attributes should be bound with a default shader that supports all of the same capabilities. So, using GLSL attribute accessors with each platform having the same default shader (and default parameter names). Then, wrap the IM example in arrays, call a few binds, and make a draw call. That's much simpler than writing two embedded programs inside your first program. I think it would have been very beneficial if OpenGL ES had been rolled out with a design like this. Maybe it's because graphics programming is so feature focused that it creates a problem. For me, the issue is the obstacles between getting shapes on the screen, especially in contexts like WebGL or mobile.
- angersock 10y agoThe beginner needs to rise to the task. GLSL isn't complex at all, least of all because its problem domain is basically pure math. It should take less than an afternoon to understand how to write a shader if they have any familiarity with math. If they don't know math, they shouldn't be doing shader programming until they learn.
- xigency 10y agoWriting a fixed function shader is to learning graphics programming what writing a Makefile is to learning C++. I'm not saying it's not important, or not important in the long run, but what introductory programming book would start out showing how to use a linker instead of how to write a program? In this case things are compounded by the fact that there is no linker, which means the programmer has to shuffle around string programs at runtime. I agree, though, that shader writing should help with learning 3D math. Saying GLSL is not complex is a bit of an overstatement, though. The language is simple, but the fact is that GLSL doesn't behave like C with certain statements, and not knowing everything will make things complicated. You've also described a chicken-and-egg problem. Can't make a 3D app till you learn GLSL, can't use GLSL until you make a 3D app. It also feels absurd to be writing any static language code wrapped in a string, in JavaScript, to be sent to a GPU and then compiled. The user doesn't have newlines, let alone syntax highlighting. Sure, most WebGL developers will just use Three.js but then they aren't really learning anything, anyway, and we still have these patchwork solutions.
- angersock 10y agoI disagree that it's inappropriate for beginners, and comparing it to a build system is incorrect. Shaders are a step in the pipeline. Beginners should be learning the pipeline: 1. Geometry is instantiated and draw parameters set. 2. Geometry vertices are transformed by a vertex shader. 3. Transformed vertices in primitive are used to sample across its geometry, producing pixel fragments. 4. Pixel fragments are transformed by a fragment shader. 5. Transformed fragments are written to a framebuffer. That's the whole thing, and GLSL neatly handles 2-4. Step 1 is a kinda pain in the ass, but not terrible. Step 5 is usually simple, but no worse than 1. We shouldn't be protecting users from dealing with the (simple) facts of life in a graphics pipeline. As for Javacsript not having multi-line strings...that's hardly the fault of WebGL, and honestly the simplicity of passing around strings means that as the language gets more interesting support (for interpolations and whatever) the API will be unaffected.