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Graphics Books Media Software Programming Book Reviews Hardware IT Technology

OpenGL Shading Language 96

Martin Ecker writes "A few months ago, the OpenGL Shading Language -- OpenGL's own high-level shading language for programming Graphics Processing Units (GPUs) -- was ratified by the Architectural Review Board (ARB) responsible for the development and extension of the OpenGL graphics API. The first real-world implementations are just becoming available in the latest graphics drivers of the big graphics hardware vendors. Now the first book that features this new shading language is available, with the intention of becoming the standard book on the subject. Randi J. Rost's OpenGL Shading Language (published by Addison-Wesley) is a good introduction to developing shaders with the new OpenGL Shading Language, and demonstrates a number of useful applications for real-time programmable shaders." Read on for the rest of Ecker's review.
OpenGL Shading Language
author Randi J. Rost
pages 608
publisher Addison-Wesley Publishing
rating 8/10
reviewer Martin Ecker
ISBN 0321197895
summary A solid introduction to developing shaders in the OpenGL Shading Language.

Because of its orange cover, the book is also called the "Orange Book," and together with its siblings, the classic "Red Book" (aka OpenGL Programming Guide) and the "Blue Book" (aka OpenGL Reference Manual (see this earlier review), it is a member of the OpenGL family of books from Addison-Wesley. Although it has a short overview of the basic features of OpenGL, it is intended for an audience that is already somewhat familiar with OpenGL and with 3D graphics programming in general. The interested reader should probably have read the "Red Book" or at least have a good understanding of how to use the OpenGL graphics API before attempting to tackle this book.

Rost, as well as the co-authors on some of the chapters, John M. Kessenich and Barthold Lichtenbelt, all employees of the graphics hardware vendor 3Dlabs, were driving forces behind the inception of the OpenGL Shading Language. They are also core contributors to the final language specification as well as the OpenGL extensions that provide the framework for this new shading language. So the information in the book actually comes from the people that created the language, which is a definite plus.

The book consists of 17 chapters and two appendices which can be roughly categorized into four major parts: An introduction to the basics of OpenGL and GPU programmability; a description of the OpenGL Shading Language and the associated OpenGL extensions; a number of chapters that show the shading language in action; and finally a reference section on the language grammar and the entry points introduced by the new OpenGL extensions. Each chapter of the book has numerous interesting references to get further information on the presented topics. I can only recommend taking a closer look at some of them.

The first two chapters of the book describe the basics of the OpenGL graphics API, followed by an overview of the new programmable processors in the graphics pipeline and an overview of the shading language used to program them. The introductory chapter on OpenGL basics is very well written and worth the read even for more experienced OpenGL programmers. However, as mentioned above, the reader should have enough expertise in using OpenGL to be able to understand the more advanced parts of the book. The introductory chapter won't be enough in my opinion.

The third chapter, written by John Kessenich - one of the main authors of the OpenGL shading language specification - presents the language definition. This chapter is where the basic data types as well as the available control structures are described in detail. For people interested in writing a compiler for the OpenGL Shading Language, Appendix A also contains the entire language grammar in BNF.

Chapter four moves on to describe the programmable graphics pipeline, which was first introduced in the second chapter, in more detail. The programmable vertex and fragment processors and their interaction with OpenGL's fixed functionality are presented. In chapter five, the description of the shading language concludes with the available built-in functions. Chapter six offers the first simple example that shows the shading language in action - a shader to procedurally create a brick texture.

Until this point, the book doesn't talk much about how to integrate shaders into the host program running on the CPU. New OpenGL extensions were created for this purpose, in particular GL_ARB_shader_objects, GL_ARB_vertex_shader, and GL_ARB_fragment_shader. Chapter seven contains detailed descriptions of the entry points provided by these new extensions. Among other things, it describes how shader objects are created, compiled, and then linked to form shader programs that can then be used to render objects. Appendix B also has a reference section on the new entry points similar in style to the "Blue Book." Chapter seven concludes the dry, technical part of the book that introduced both the shading language and the necessary infrastructure to use it from a host program running on the CPU.

The remaining chapters delve into the really interesting topic: shader development. These chapters offer multiple ideas on what can be done with shaders and how to effectively use them in graphics programming. Standard techniques, such as bump mapping, procedurally creating textures, using noise, and others, are presented. Chapter nine deserves special mention because it presents shaders that mimic the behavior of the OpenGL fixed-function pipeline. Many developers new to shader programming are faced with re-implementing certain features offered by OpenGL's fixed functionality. This chapter addresses this.

Chapter fourteen also deserves mention. Shaders that procedurally create textures usually suffer from aliasing artifacts. This chapter shows a number of anti-aliasing techniques to diminish these artifacts. In my opinion, this important topic has not received the attention it deserves -- it's good to see such a chapter in this book.

Closing this section of the book, chapters fifteen and sixteen describe some interesting non-photorealistic shaders and shaders for doing image processing. (For more ideas on what can be done with shaders I also recommend the book "GPU Gems", which I have read and reviewed some time ago.

The final chapter of the book (chapter seventeen) is a language comparison with other high-level shading languages such as the RenderMan Shading Language, SGI's Interactive Shading Language from the OpenGL Shader package, Microsoft's HLSL, and NVIDIA's Cg. Although I am quite familiar with most of these languages, I found this chapter to be an interesting read because it attempts to look at the languages objectively, listing advantages and disadvantages of the various approaches.

The book contains many diagrams and images, all in black and white, except for 16 pages containing 30 color plates in the middle of the book. Most of the images are not overly "flashy" but do give a practical idea of the types of rendered images a particular shader can produce.

There is also a website for the book where you can find an errata list and download a sample chapter (chapter six). As mentioned above, this chapter develops a simple brick shader to show the basic features of the shading language. The website also has all the shaders presented in the book available for download. Because the book does not come with a CD-ROM this is the only means of getting shaders code without having to type them. At the time of this review, the site appeared to be in a transitional state.

Rost's OpenGL Shading Language succeeds at giving a good introduction to shader programming with the OpenGL Shading Language. Not only does it provide the necessary technical instruction to allow the reader to write his/her own shaders as well as integrate them with the host program, it also demonstrates a number of practical applications for shaders and tries to encourage exploring the new dimension of real-time graphics programming opened up by the OpenGL Shading Language. Since there is no other book currently available on this topic, it is hard to say whether the "Orange Book" will stand the test of time and actually become the reference book on the OpenGL Shading Language, but I believe it will.


Ecker has been involved in real-time graphics programming for more than 9 years and works as a arcade game developer. He also works on a graphics-related open source project called XEngine. You can purchase OpenGL Shading Language from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, carefully read the book review guidelines, then visit the submission page.

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OpenGL Shading Language

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  • by Goyuix ( 698012 ) on Thursday July 15, 2004 @05:33PM (#9711554) Homepage

    Although it has a short overview of the basic features of OpenGL, it is intended for an audience that is already somewhat familiar with OpenGL and with 3D graphics programming in general

    Boy, I hope someone looking to learn OpenGL at least knows enough about 3D graphics to realize this isn't likely the right book to start learning OpenGL with. That said, the Red and Blue books are indispensable. I certainly hope this "Orange" book lives up to the family reputation.

    Anyone know if Doom 3 uses these newly ratified extension? I would imagine it does - but I of course have no facts to back this up.

  • by MisterFancypants ( 615129 ) on Thursday July 15, 2004 @05:34PM (#9711562)
    Finally getting a standardized shading language in there is a great start.

    It will take a while for drivers supporting OpenGL's SL to be widely distributed, and existing artist-centric shader design tools to be updated for the new standard, but things seem to be moving very quickly.

    There are still a few areas where I wish the OpenGL ARB would follow DirectX's lead -- a library like D3DX and a generic mesh format similar to DirectX X files would be really nice (there are various Open Source projects that fit this bill, but AFAIK, none of them are official or have any sort of critical mass).

    Of course, a developer can easily create his/her own code that does similar things to D3DX using OpenGL, but having such a functional officially-supported utility library really helps when you're prototyping and just want to get things up and running quickly and also helps if you're just beginning with 3D programming, so you aren't completely overwhemled by everything.

  • by Jon Langridge ( 705050 ) on Thursday July 15, 2004 @05:42PM (#9711623)
    I believe 3dlabs has released an open compiler front end implementation. Hopefully vendors will contribute source updates, although I don't know if the license requires this.
  • by PixelSlut ( 620954 ) on Thursday July 15, 2004 @05:43PM (#9711633)
    Of course, the philosophy of OpenGL is counter to DirectX in that there's no one Big Company controlling it all, but at the very least, there needs to be some standard token bytecode defined and standarized by the ARB, and a reference compiler design, as well as a compliance suite to verify compiler correctness and language compliance.
    I understand what you're saying, and it makes sense. But I will still respectfully disagree.

    For one thing, GLSL is an incredibly easy language to compile compared to C++ or C#. That aside, 3Dlabs has written the source code to the GLSL compiler and released that source code for anyone to use, including competitors like ATI or NVIDIA.

    But my main disagreement is with the idea of having an ARB-specified intermediate language. I already described my position in another post, so I won't repeat it all here.. but I think your position is short-sighted. I think allowing the IHVs to do the full compile/optimization stuff will provide them with greater flexibility and greater potential for innovation.

  • by thejam ( 655457 ) on Thursday July 15, 2004 @05:45PM (#9711645)
    I saw on the listing of seminars/tutorials at WWDC a few weeks ago that Apple was presenting a session on OpenGL Shading Language, yet I didn't even know it was supported on OS X. Is it currently supported in Panther? Will it be supported in Tiger? Will there be an IDE for writing shaders, etc?
  • by MasterVidBoi ( 267096 ) on Thursday July 15, 2004 @05:52PM (#9711711)
    GLSL is still a fairly simple language, compared to something like c/c++, so writing a compiler should not be extremely difficult.

    The big advantage of passing the high level code straight to the driver is that it allows for easier optimizations, simply because the conversion from high level -> assembly/bytecode inevitebly loses some of the context.

    For instance (I don't know HLSL, but I have used Cg, which I'm told is almost identical to HLSL), the smoothstep() function provides a nice, smooth interpolation between two values. When I compile my Cg shader down to arb_vp (the assembly language), smoothstep has to be expanded to perform all the necessary arithemtic instructions sequentially, because there is no comparible instruction.

    If the high level code were passed directly on to the driver, the driver could determine if for instance, this was a new piece of hardware that didn't exist when the game was made, and this hardware has dedicated smoothstep functionality, allowing the operation to be performed much faster than sequential instructions. The same information could be recovered from the bytecode, but it would be much more difficult.

    The same general principle holds in other languages. Higher level doesn't necessarily mean slower or more difficult compilers. Look at Apple's extensions to C to allow easy utilization of the PowerPC's vector processor. A little hint from the programmer can make the job of writing an optimizing compiler much easier.
  • Re:FINALLY! (Score:3, Interesting)

    by nuclear305 ( 674185 ) * on Thursday July 15, 2004 @05:59PM (#9711774)
    Yes, but what about the stuff that matters?
  • by ajlitt ( 19055 ) on Thursday July 15, 2004 @06:01PM (#9711779)
    We used the red book for a graphics class in college. After browsing the book for a couple of evenings I was able to write a simple OpenGL app to draw, texturemap, light, and animate a heightfield made of triangle strips. In fact, I spent less time writing the OGL code than figuring out how to get GTK to throw up a drawing window.

    Yes, it's that good.
  • Thank Carmack... (Score:5, Interesting)

    by Fornander ( 642560 ) on Thursday July 15, 2004 @06:14PM (#9711861) Homepage
    ...because I think OpenGL would have been relegated to academia and top-end engineering applications at most if he hadn't used OpenGL for his Quake engines.

    Why do I care about this? Because M$ only produces/copies acceptable technologies when heavy pressure is applied to them or if they are playing catch-up. Look at IE for example. I speculate that DirectX would have dominated as the graphics API but would have followed a similar fate to IE if it hadn't been for OpenGL racing along with decent drivers all because of this thing called Quake.

    Thinking short-term as a developer, I would have loved if the world had one standard, even for shaders, but I take off my hat to Darwin and accept a little hardship implementing for two or more APIs to let them evolve each other.
  • by wuHoncho ( 587718 ) on Thursday July 15, 2004 @06:18PM (#9711897)
    There is the current and likely very temporary issue of nvidia's drivers only partially supporting GLSL (and only through a registry hack with very up-to-date drivers [opengl.org] at that), not to mention a few limitations of the language itself [opengl.org].

    The fact is, however, that the language spec is down, it has already undergone revision, and the compiler is open source. Support for the language will undoubtably grow with time. OpenGL's core strength is its stability.

    One of the main reasons, so I understand, for the language's longish delay is the somewhat more democratic process of the ARB as compared to the way MS internally decides the path of DirectX, which has often led to more than a few arguments between the different members.

    It will grow strong and, with a bit of luck, could serve as the basis doing some really experimental stuff.
  • by highbrow ( 716454 ) on Thursday July 15, 2004 @06:35PM (#9712030)
    I would assume in that case that GLSL is the basis for Apple's new CoreImage technology [apple.com] that's in Tiger.

    One interesting aspect of it is that it appears to be designed not only for processing images for output to screen (ie realtime visual effects), but also for use elsewhere (ie application of video / photo filters, output to RAM / disk). Nice to see someone thinking of all that mostly unused GPU grunt, and putting it to use.

    Judging by the list of cards that support it (on a PC they'd be called "DX9 capable"), it is very much a pixel-and-vertex-shader reliant API. It's been glossed over in reports of Tiger, did anyone learn anything interesting about it @ WWDC?
  • by lcracker ( 10398 ) on Thursday July 15, 2004 @06:56PM (#9712154) Homepage
    Yes, but everyone who knows anything is under NDA so we can't tell you :)
  • by levork ( 160540 ) on Thursday July 15, 2004 @06:57PM (#9712169) Homepage

    Renderman is the shading language that tells Pixar's REYES renderer what to do. It is popular, and it is pretty standard in the graphics industry. People have even implemented Ray-tracers capable of using the same shaders that were used for the REYES renderer. But, in all this is pretty inefficent. Shaders are intimately tied to the rendering method that you are using. Therefore, a new shading language needed to be developed.


    I disagree. The RenderMan shading language is not at all tied to the rendering method. The original specification allowed for global illumination methods such as radiosity and raytracing. As evidenced by the RenderMan compatible renderers over the years, it didn't care whether the algorithm used was chiefly scanline, REYES, or raycasting/raytracing.

    Why do you think this is inefficient?
  • by B47h0ry'5 CuR53 ( 639887 ) on Thursday July 15, 2004 @08:16PM (#9712640)
    Cg/HLSL are definitely older and hence have picked up developer mind share, but being the first few high-level realtime shading languages, they have design flaws. GLSL is based on an excellent design and if your API of preference is OpenGL, then GLSL is what you will want to use.

    Probably the most eagerly awaited feature for OpenGL developers, everything in the OpenGL state is directly accessible using built-in variables in the shader and need not passed explicitly from the program before executing the shaders.

    'varying' variables are another cool design feature, where you can pass data from the vertex shader to the fragment shader directly.

    GLSL is based on excellent design and it is only a matter of time before OpenGL developers switch to it. I, for one, have switched to GLSL. nVidia's latest SDK [nvidia.com] (7.0) already has many GLSL demos and their 0.60 drivers for FX and 6800 already support GLSL.

    --
  • by IrresponsibleUseOfFr ( 779706 ) on Thursday July 15, 2004 @08:51PM (#9712827) Homepage Journal

    Inefficencies: surface shader, you have to break it down to a vertex shader and pixel shader to make it map well on to modern hardware. Displacement shaders: you can't do it the same way using rasterization as you do with REYES. In fact, you can do displacement mapping using the surface shader if you are doing REYES. You need to separate it out if you are doing ray-tracing. This is just one way that the rendering system leaks into shading. Light shaders, there is no equivalent mapping to current hardware in the programmable pipeline. Atmosphere shaders: that part of the pipeline isn't open to programablility yet.

    Renderman is great if you are doing PhotoRealistic imagery. But, we need a slightly different language to do real-time graphics. RendermanSL just doesn't map well, making the underlying implementation too slow for real-time which was my point. I probably should have worded it differently.

    Cheers!

  • by Anonymous Coward on Friday July 16, 2004 @01:21AM (#9713969)
    You can still layer the compiler on top of the driver, just the way Cg works. The OpenGL ARB got it wrong. The shader compiler does not belong in the drivers and in fact, the IHV's (other than NVIDIA who fought this decision) are, I think, realizing what a mistake it was. Shader compilation can take quite a bit of time and what GLSL forces you to do is to precompile your shaders at the start up of the app. With a layered solution, you can precompile your shaders and load the shaders lazily. Not to mention that sometimes you don't want to trust that the latest drivers will really work. In the graphics world, drivers break often, and you don't to increase your dependence on the drivers; you want to decrease it.

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