Top Banner
OpenGL and WebGL Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2013
86

OpenGL and WebGL

Feb 23, 2016

Download

Documents

kesia

OpenGL and WebGL. Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2013. Announcements. LinkedIn Group Academic Integrity Project 4 demos next Wednesday. Announcements. Projects 4 . Due tomorrow 5 . Released Friday. Due Thursday 11/07 - PowerPoint PPT Presentation
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: OpenGL and WebGL

OpenGL and WebGL

Patrick CozziUniversity of PennsylvaniaCIS 565 - Fall 2013

Page 2: OpenGL and WebGL

Announcements

LinkedIn Group Academic Integrity Project 4 demos next Wednesday

2

Page 3: OpenGL and WebGL

Announcements

Projects4. Due tomorrow5. Released Friday. Due Thursday 11/076. Released Friday 11/08. Due Friday 11/15

HackathonMonday 11/11

Final ProjectKickoff Wednesday 11/13Pitches on Monday 11/18 3

Page 4: OpenGL and WebGL

OpenGL

Is a C-based API Is cross platform Is run by the ARB: Architecture Review

Board Hides the device driver details OpenGL vs. Direct3D

Page 5: OpenGL and WebGL

OpenGL

We are core profileNo fixed function vertex and fragment shadingNo legacy API calls:

glBegin() glRotatef() glTexEnvf() AlphaFunc() …

Why was the alpha test remove?

Recall the fixed function light map

Page 6: OpenGL and WebGL

OpenGL

GPU

Device Driver

OpenGL API

Application

Software stack:

Page 7: OpenGL and WebGL

OpenGL

Major objects:Shader Programs

Textures

Framebuffers

Shader Objects Array Buffers

Fixed Function State

Element Buffers

Pixel Buffers

Renderbuffers

We are not covering everything. Just surveying the most relevant parts for writing GLSL shaders

Page 8: OpenGL and WebGL

Shaders

Shader object: an individual vertex, fragment, etc. shaderAre provided shader source code as a stringAre compiled

Shader program: Multiple shader objects linked together

Page 9: OpenGL and WebGL

Shader Objects

const char *source = // ...GLint sourceLength = // ...

GLuint v = glCreateShader(GL_VERTEX_SHADER);

glShaderSource(v, 1, &source, &sourceLength);

glCompileShader(v);

GLint compiled;glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);// success: compiled == GL_TRUE

// ...glDeleteShader(v);

Compile a shader object:

Page 10: OpenGL and WebGL

Shader Objects

const char *source = // ...GLint sourceLength = // ...

GLuint v = glCreateShader(GL_VERTEX_SHADER);

glShaderSource(v, 1, &source, &sourceLength);

glCompileShader(v);

GLint compiled;glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);// success: compiled == GL_TRUE

// ...glDeleteShader(v);

Compile a shader object:

v is an opaque object• What is it under the hood?• How would you design this in C++?

OpenGL functions start with gl. Why? How would you design this in C++?

Page 11: OpenGL and WebGL

Shader Objects

const char *source = // ...GLint sourceLength = // ...

GLuint v = glCreateShader(GL_VERTEX_SHADER);

glShaderSource(v, 1, &source, &sourceLength);

glCompileShader(v);

GLint compiled;glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);// success: compiled == GL_TRUE

// ...glDeleteShader(v);

Compile a shader object: Provide the shader’ssource code

Where should thesource come from?

Why can we pass more than one string?

Page 12: OpenGL and WebGL

Shader Objects

const char *source = // ...GLint sourceLength = // ...

GLuint v = glCreateShader(GL_VERTEX_SHADER);

glShaderSource(v, 1, &source, &sourceLength);

glCompileShader(v);

GLint compiled;glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);// success: compiled == GL_TRUE

// ...glDeleteShader(v);

Compile a shader object:Compile, but what does the driver really do?

Page 13: OpenGL and WebGL

Shader Objects

const char *source = // ...GLint sourceLength = // ...

GLuint v = glCreateShader(GL_VERTEX_SHADER);

glShaderSource(v, 1, &source, &sourceLength);

glCompileShader(v);

GLint compiled;glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);// success: compiled == GL_TRUE

// ...glDeleteShader(v);

Compile a shader object:

Good developers check for error. Again, how would you design this in C++?

Calling glGet* has performance implications. Why?

Page 14: OpenGL and WebGL

Shader Objects

const char *source = // ...GLint sourceLength = // ...

GLuint v = glCreateShader(GL_VERTEX_SHADER);

glShaderSource(v, 1, &source, &sourceLength);

glCompileShader(v);

GLint compiled;glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);// success: compiled == GL_TRUE

// ...glDeleteShader(v);

Compile a shader object:

Good developers also cleanup resources

Page 15: OpenGL and WebGL

Shader Programs

GLuint v = glCreateShader(GL_VERTEX_SHADER);GLuint f = glCreateShader(GL_FRAGMENT_SHADER);// ...

GLuint p = glCreateProgram();glAttachShader(p, v);glAttachShader(p, f);

glLinkProgram(p);

GLint linked;glGetShaderiv(p, GL_LINK_STATUS, &linked);// success: linked == GL_TRUE

// ...glDeleteProgram(v);

Link a shader program:

Page 16: OpenGL and WebGL

Shader Programs

GLuint v = glCreateShader(GL_VERTEX_SHADER);GLuint f = glCreateShader(GL_FRAGMENT_SHADER);// ...

GLuint p = glCreateProgram();glAttachShader(p, v);glAttachShader(p, f);

glLinkProgram(p);

GLint linked;glGetShaderiv(p, GL_LINK_STATUS, &linked);// success: linked == GL_TRUE

// ...glDeleteProgram(v);

Link a shader program:A program needs a vertex and fragment shader

Page 17: OpenGL and WebGL

Shader Programs

GLuint v = glCreateShader(GL_VERTEX_SHADER);GLuint f = glCreateShader(GL_FRAGMENT_SHADER);// ...

GLuint p = glCreateProgram();glAttachShader(p, v);glAttachShader(p, f);

glLinkProgram(p);

GLint linked;glGetShaderiv(p, GL_LINK_STATUS, &linked);// success: linked == GL_TRUE

// ...glDeleteProgram(v);

Link a shader program:

Page 18: OpenGL and WebGL

Shader Programs

GLuint v = glCreateShader(GL_VERTEX_SHADER);GLuint f = glCreateShader(GL_FRAGMENT_SHADER);// ...

GLuint p = glCreateProgram();glAttachShader(p, v);glAttachShader(p, f);

glLinkProgram(p);

GLint linked;glGetShaderiv(p, GL_LINK_STATUS, &linked);// success: linked == GL_TRUE

// ...glDeleteProgram(v);

Link a shader program:

Be a good developer again

Page 19: OpenGL and WebGL

Using Shader Programs

GLuint p = glCreateProgram();// ...

glUseProgram(p);glDraw*(); // * because there are lots of draw functions

Part of the current state• How do you draw different objects with different shaders?• What is the cost of using multiple shaders?• How do we reduce the cost?

• Hint: write more CPU code – really.

Page 20: OpenGL and WebGL

Uniforms

GLuint p = glCreateProgram();// ...glLinkProgram(p);

GLuint m = glGetUniformLocation(p, “u_modelViewMatrix”);GLuint l = glGetUniformLocation(p, “u_lightMap”);

glUseProgram(p);mat4 matrix = // ...glUniformMatrix4fv(m, 1, GL_FALSE, &matrix[0][0]);glUniform1i(l, 0);

Page 21: OpenGL and WebGL

Uniforms

GLuint p = glCreateProgram();// ...glLinkProgram(p);

GLuint m = glGetUniformLocation(p, “u_modelViewMatrix”);GLuint l = glGetUniformLocation(p, “u_lightMap”);

glUseProgram(p);mat4 matrix = // ...glUniformMatrix4fv(m, 1, GL_FALSE, &matrix[0][0]);glUniform1i(l, 0);

Each active uniform has an integer index location.

Page 22: OpenGL and WebGL

Uniforms

GLuint p = glCreateProgram();// ...glLinkProgram(p);

GLuint m = glGetUniformLocation(p, “u_modelViewMatrix”);GLuint l = glGetUniformLocation(p, “u_lightMap”);

glUseProgram(p);mat4 matrix = // ...glUniformMatrix4fv(m, 1, GL_FALSE, &matrix[0][0]);glUniform1i(l, 0);

mat4 is part of the C++ GLM library

GLM: http://www.g-truc.net/project-0016.html#menu

Page 23: OpenGL and WebGL

Uniforms

GLuint p = glCreateProgram();// ...glLinkProgram(p);

GLuint m = glGetUniformLocation(p, “u_modelViewMatrix”);GLuint l = glGetUniformLocation(p, “u_lightMap”);

glUseProgram(p);mat4 matrix = // ...glUniformMatrix4fv(m, 1, GL_FALSE, &matrix[0][0]);glUniform1i(l, 0);

Uniforms can be changed as often as needed, but are constant during a draw call

Not transposing the matrix

glUniform* for all sorts of datatypes

Page 24: OpenGL and WebGL

Uniforms

GLuint p = glCreateProgram();// ...glLinkProgram(p);

GLuint m = glGetUniformLocation(p, “u_modelViewMatrix”);GLuint l = glGetUniformLocation(p, “u_lightMap”);

glUseProgram(p);mat4 matrix = // ...glUniformMatrix4fv(m, 1, GL_FALSE, &matrix[0][0]);glUniform1i(l, 0);

Why not glUniform*(p, …)?

Page 25: OpenGL and WebGL

The web has text, images, and videoWhat is the next media-type?

We want to supportWindows, Linux, MacDesktop and mobile

WebGL

25

Page 26: OpenGL and WebGL

Bring 3D to the Masses

Put it in on a webpageDoes not require a plugin or installDoes not require administrator rights

Make it run on most GPUs

26

Page 27: OpenGL and WebGL

WebGL

Image from http://www.khronos.org/assets/uploads/developers/library/2011-siggraph-mobile/Khronos-and-the-Mobile-Ecosystem_Aug-11.pdf

OpenGL ES 2.0 for JavaScriptSeriously, JavaScript

27

Page 28: OpenGL and WebGL

WebGL Includes

Vertex shadersFragment shadersVertex buffersTexturesFramebuffersRender states…

Does not includeGeometry shadersTessellation shadersVertex Array ObjectsMultiple render targetsFloating-point texturesCompressed texturesFS depth writes…

See http://www.khronos.org/registry/webgl/specs/latest/28

Page 29: OpenGL and WebGL

WebGL

If you know OpenGL, you already know WebGL If you know C++, the real learning curve is

JavaScript

29

Page 30: OpenGL and WebGL

WebGL Alternatives?

Flash Silverlight Java Applets Unity

30

Page 31: OpenGL and WebGL

WebGL

Creating a context is easy:

// HTML:<canvas id="glCanvas" width="1024" height="768"></canvas>

// JavaScript:var gl = document.getElementById("glCanvas").getContext("experimental-webgl");

31

Page 32: OpenGL and WebGL

WebGL

The rest is similar to desktop OpenGL:

// ...gl.bindBuffer(/* ... */);gl.vertexAttribPointer(/* ... */);gl.useProgram(/* ... */);gl.drawArrays(/* ... */);

Checkout http://learningwebgl.com/32

Page 33: OpenGL and WebGL

WebGL

Create an animation loop:

(function tick(){ // ... GL calls to draw scene window.requestAnimationFrame(tick);})();

You want this to work cross-browser. See http://paulirish.com/2011/requestanimationframe-for-smart-animating/33

Page 34: OpenGL and WebGL

WebGL Performance

Performance can be very good. Why?

34

Page 35: OpenGL and WebGL

WebGL Performance

Performance can be very good. Why?The GPU is still doing the renderingBatch!

Draw multiple objects with one draw call Sort by texture Push work into shaders Push work into web workers

See http://www.youtube.com/watch?v=rfQ8rKGTVlg35

Page 36: OpenGL and WebGL

WebGL Performance

Image from http://openglinsights.com/

32x32 64x64 128x128C++ 1.9 ms 6.25 ms 58.82 ms

Chrome 18 27.77 ms 111.11 ms 454.54 ms

x slowdown 14.62 17.78 7.73

32x32 64x64 128x128C++ 3.33 ms 9.43 ms 37.03 ms

Chrome 18 12.82 ms 22.72 ms 41.66 ms

x slowdown 3.85 2.41 1.13

CPU-intensive

GPU-intensive (256 draws per frame) 36

Page 37: OpenGL and WebGL

WebGL and other APIs

Take advantage of other web APIs:HTML5 <video>2D <canvas>CSS transformsComposite UI elementsWeb workersTyped Arrays

37

Page 38: OpenGL and WebGL

HTML5 on Mobile

Touch events Geolocation Device orientation and motion

The future of HTML5 and WebGL on mobile is very promising 38

Page 39: OpenGL and WebGL

WebGL support is good, and it is getting

better…

39

Page 40: OpenGL and WebGL

WebGL Stats

October 201340

Page 41: OpenGL and WebGL

WebGL SupportDesktop:

Android:

iOS:

Page 42: OpenGL and WebGL

WebGL on Your System

http://www.webglreport.com

42

Page 43: OpenGL and WebGL

Desktop WebGL Support

WindowsNo OpenGL driver installed? Old driver?

Only 35% of Windows XP machines have GL 2 driversBuggy driver?No problem:

ANGLE – Almost Native Graphics Layer Engine

OpenGL ES 2.0

Direct3D 9

See http://code.google.com/p/angleproject/43

Page 44: OpenGL and WebGL

N-Body Simulationhttp://www.youtube.com/watch?v=F7YSQxz3j7o

http://www.khronos.org/webcl/Prototypes for Firefox and WebKit are available

WebCL OpenCL bindings for JavaScript are

coming.

44

Page 45: OpenGL and WebGL

Browser Architecture

Single Process

See http://www.khronos.org/assets/uploads/developers/library/2010_siggraph_bof_webgl/WebGL-BOF-2-WebGL-in-Chrome_SIGGRAPH-Jul29.pdf45

Page 46: OpenGL and WebGL

Browser Architecture

Chrome’s Multi-process

See http://www.khronos.org/assets/uploads/developers/library/2010_siggraph_bof_webgl/WebGL-BOF-2-WebGL-in-Chrome_SIGGRAPH-Jul29.pdf46

Page 47: OpenGL and WebGL

Browser Architecture

Chrome’s Multi-process

See http://www.khronos.org/assets/uploads/developers/library/2010_siggraph_bof_webgl/WebGL-BOF-2-WebGL-in-Chrome_SIGGRAPH-Jul29.pdf47

Page 48: OpenGL and WebGL

Browser Architecture

Chrome’s Multi-process

See http://www.khronos.org/assets/uploads/developers/library/2010_siggraph_bof_webgl/WebGL-BOF-2-WebGL-in-Chrome_SIGGRAPH-Jul29.pdf48

Page 49: OpenGL and WebGL

Questions

In a multi-process is gl.Get* slow? Why?

What about security?

49

Page 50: OpenGL and WebGL

Cross-Origin Resource Sharing

Images can’t always be used as texture sources. Why?

50

Page 51: OpenGL and WebGL

Cross-Origin Resource Sharing

var img = new Image();img.onload = function() { gl.texImage2D(/* ... */, img);};img.src = "image.png";

Same domain is OK:

51

Page 52: OpenGL and WebGL

Cross-Origin Resource Sharing

var img = new Image();img.onload = function() { gl.texImage2D(/* ... */, img);};img.crossOrigin = "anonymous";img.src ="http://another-domain.com/image.png";

Another domain requires CORS if supported:

52

Page 53: OpenGL and WebGL

Cross-Origin Resource Sharing

Not all servers support CORS:

Browser

www.your-domain.com www.another-domain.com

html/js/cssfiles

Images filesused for textures

53

Page 54: OpenGL and WebGL

Cross-Origin Resource Sharing

Use a proxy server:

Browser

www.your-domain.com

www.another-domain.com

html/js/cssfiles

Images filesused for textures

Images filesused for textures

“proxy.php?http://another-domain.com/image.png"

See http://resources.esri.com/help/9.3/arcgisserver/apis/javascript/arcgis/help/jshelp/ags_proxy.htm54

Page 55: OpenGL and WebGL

Denial of Service Attacks

Long draw callsComplicated shadersBig vertex buffers

SolutionsKill long draw callsForbid further rendering

Lots of WebGL security info: http://learningwebgl.com/blog/?p=389055

Page 56: OpenGL and WebGL

WebGL Libraries

Three.js: https://github.com/mrdoob/three.js/ Cesium: http://cesium.agi.com/ Many more:

http://www.khronos.org/webgl/wiki/User_Contributions

56

Page 57: OpenGL and WebGL

WebGL Resources

WebGL Camps: http://www.webglcamp.com Learning WebGL: http://learningwebgl.com

57

Page 58: OpenGL and WebGL

The Joys of JavaScript

Skip the next 30 slides if you already know JavaScript58

Page 59: OpenGL and WebGL

JavaScript is weakly typed…

59

Page 60: OpenGL and WebGL

JavaScript Type System

short, int, float, double. Who needs them?

var n = 1;

60

Page 61: OpenGL and WebGL

JavaScript Type System

JavaScript has numbers, strings, and booleans:

var n = 1;var s = “WebGL”;var b = true;

61

Page 62: OpenGL and WebGL

JavaScript Type System

This compiles:

var n = 1;var s = “WebGL”;var b = true;

var sum = n + s + b;

62

Page 63: OpenGL and WebGL

JavaScript is a functional language…

63

Page 64: OpenGL and WebGL

JavaScript Functions

Looks familiar:

Functions are first-class objects, so…

function add(x, y) { return x + y;}

var sum = add(1, 2);

64

Page 65: OpenGL and WebGL

JavaScript Functions

Functions are objects:

var add = function(x, y) { return x + y;};

var sum = add(1, 2);

65

Page 66: OpenGL and WebGL

JavaScript Functions

Pass functions to functions:

var add = function // ...

function execute(op, x, y) { return op(x, y);}

var sum = execute(add, 1, 2);66

Page 67: OpenGL and WebGL

JavaScript Anonymous Functions

Why name functions?

function execute(op, x, y) // ...

var sum = execute(function(x, y) { return x + y;}, 1, 2);

67

Page 68: OpenGL and WebGL

JavaScript Closures

Why limit scope?

var z = 3;

var sum = execute(function(x, y) { return x + y + z;}, 1, 2);

68

Page 69: OpenGL and WebGL

JavaScript is a dynamic language…

69

Page 70: OpenGL and WebGL

JavaScript Object Literals

Who needs struct? Create objects on the fly:

var position = { x : 1.0, y : 2.0};

70

Page 71: OpenGL and WebGL

JavaScript Object Literals

Why not add fields on the fly too?

var position = { x : 1.0, y : 2.0};position.z = 3.0;

71

Page 72: OpenGL and WebGL

JavaScript Object Literals

Who needs class?

72

Page 73: OpenGL and WebGL

JavaScript Object Literals

Who needs class? Create functions too:var position = { x : 1.0, y : 2.0, min : function() { return Math.min(this.x, this.y); }};

73

Page 74: OpenGL and WebGL

JavaScript Object Literals

Why not change min()?

position.z = 3.0;position.min = function() { return Math.min(this.x, this.y, this.z);};

74

Page 75: OpenGL and WebGL

JavaScript Object Literals

Useful for passing to functions. Why?

75

Page 76: OpenGL and WebGL

JavaScript Object Literals

Useful for passing to functions. Why? What do these arguments mean?

pick(322, 40, 5, 4);

76

Page 77: OpenGL and WebGL

JavaScript Object Literals

Useful for passing to functions. Why? What do these arguments mean?

pick({ x : 322, y : 40, width : 5, height : 4});

77

Page 78: OpenGL and WebGL

JavaScript does object-oriented…

78

Page 79: OpenGL and WebGL

JavaScript Constructor Functions

function Vector(x, y) { this.x = x; this.y = y;}

var v = new Vector(1, 2);

79

Page 80: OpenGL and WebGL

JavaScript Constructor Functions

function Vector(x, y) { this.x = x; this.y = y; this.min = function() { return Math.min(this.x, this.y); };}

Objects can have functions:

80

Page 81: OpenGL and WebGL

JavaScript Constructor Functions

function Vector(x, y) { this.x = x; this.y = y;}

Vector.prototype.min = function() { return Math.min(this.x, this.y);};

Objects have prototypes:

81

Page 82: OpenGL and WebGL

JavaScript Polymorphism

No need for virtual functions

function draw(model) { model.setRenderState(); model.render();}

82

Page 83: OpenGL and WebGL

JavaScript Polymorphism

No need for virtual functions

var level = { setRenderState : function() // ... render : function() // ...};

draw(level); // Just works

83

Page 84: OpenGL and WebGL

JavaScript Build Pipeline

See http://www.julienlecomte.net/blog/2007/09/16/

Concatenate Minify

Different than C++ Goal: fast downloads Common:

Alternative: fine-grain modules How do you deploy shaders?

.jsfiles

One .js file

“Compressed” .js file

84

Page 85: OpenGL and WebGL

JavaScript Advice

Use JSHint Have excellent test coverage Use the Chrome and Firefox debuggers

85

Page 86: OpenGL and WebGL

JavaScript Resources

I promise I do not work for O'Reilly or Yahoo86