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A Gentle Introduction to OpenGL ES on iOS

A Gentle Introduction to OpenGL ES on iOS

OpenGL ES is one of the most intimidating technology stacks on mobile platforms today. Outside of audio/video processing, there isn’t much with the same performance demands, intractable troubleshooting, and deeply entrenched knowledge. Yet the introductory texts available online tend to be of two varieties: “Introduction to OpenGL” and “OpenGL ES If You’re An OpenGL Expert.”

This session aims to introduce you to the wonderful world of OpenGL ES programming without assuming any non-ES OpenGL knowledge. We’ll stick to iOS (hey, the session is only 50 minutes long) and look at the fundamentals of how OpenGL works, how we can use Apple’s GLKit framework to streamline development, and how awesome the OpenGL debugging tools in Xcode are (really). When we’re done you’ll have seen how to draw a basic scene on iOS, and at the very least know if you want to pursue learning more or run away screaming.

Jeff Kelley

May 30, 2014
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  1. A Gentle Introduction to OpenGL ES on iOS Jeff Kelley

    Self.conference, May 30th, 2014 https://github.com/SlaunchaMan/IntroToOpenGLESCode
  2. OpenGL • Cross-Language, Cross-Platform 2D/3D Graphics Engine • OS X,

    Windows, Linux, etc. • OpenGL ES—“embedded systems” • A subset of OpenGL for low-powered devices • iOS, Android, WebGL, PlayStation 3
  3. What does OpenGL Do? • Provides a common set of

    APIs for rendering graphics • 3D graphics arranged into triangles in 3D space • OpenGL can do quads and polygon primitives, but not ES • Platforms are responsible for providing some integration points, but the APIs are mostly the same across platforms • Apple provides convenience APIs around OpenGL ES to make common tasks easier
  4. What’s the Difference Between OpenGL and OpenGL ES? • OpenGL

    ES is a subset of OpenGL • Redundant functionality removed • More restricted set of APIs to avoid using too much power
  5. Why OpenGL? • Graphics hardware is massively parallel for floating-point

    calculations • Can do hundreds or thousands of concurrent calculations with 3D data • Lets you get very close to the metal on the graphics card, allowing for huge performance wins
  6. How Does it Work? • OpenGL ES is a state

    machine • Set options you want, perform drawing commands, receive output • Whatever options you enable/disable stay that way until you say otherwise • After enabling options, you pass in coordinates in 3D space to be drawn, and you have an image!
  7. Where Does The Image Go? • Most of the time

    in OpenGL you’re drawing to something on the screen • Every OpenGL command must be made with an active context, which is one of those things the platform must provide • On iOS, that’s EAGLContext • Once you have an active context, you need to provide a framebuffer, which is where you’ll receive the image output
  8. What is a Framebuffer? • Basically, just a reservoir of

    pixels • Let’s look into the image…
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  11. Framebuffers • A framebuffer is the reservoir of pixels you

    saw last slide • Usually, on-screen • On iOS, usually in a GLKView • Can also be off-screen • Use OpenGL to render to a file • Render to a texture, then use that texture in a subsequent render (for reflections, etc.) • More on texturing later • One of the things that a platform must provide
  12. Animating • Often you will want to animate your drawing

    (e.g. if you have 3D toppings falling on a 3D pizza) • The naïve way: while (true) { [self clearFramebuffer]; [self drawEverything]; sleep(1.0/60.0); }
  13. Animating • Often you will want to animate your drawing

    (e.g. if you have 3D toppings falling on a 3D pizza) • Another naïve way: [NSTimer scheduledTimerWithTimeInterval:1.0 / 60.0 target:self selector:@selector(draw) userInfo:nil repeats:YES];
  14. CADisplayLink • What you really want to do is synchronize

    your drawing calls with the refresh rate of the display • CADisplayLink offers this on iOS • + (CADisplayLink *)displayLinkWithTarget:(id)target
 selector:(SEL)sel; • Calls that selector every time the screen refreshes
  15. GLKViewController • Apple provides a view controller in GLKit that

    provides a view (GLKView) with a framebuffer and a rendering callback synchronized to the display - (void)glkView:(GLKView *)view
 drawInRect:(CGRect)rect;
  16. So How Do I Draw? • OpenGL draws a series

    of shapes (polygons) for 3D effects • Also supported: lines and points for 2D graphics • Triangles are passed to the state machine as a list of points in space: static const GLfloat coordinates[3][3] = { { -0.75f, -0.75f, 0.0f }, { 0.75f, -0.75f, 0.0f }, { 0.75f, 0.75f, 0.0f }, };
  17. So How Do I Draw? • Before you draw, you

    need to pass your points to the context: glVertexAttribPointer(GLKVertexAttribPosition, kVertexCount, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * kCoordinatesPerVertex, &coordinates); ! • What we’re actually sending is the address where it can find the points, and telling it how they’re stored at that address
  18. So How Do I Draw? • Once you tell the

    context where the points are, it’s as easy as telling it to draw them: glDrawArrays(GL_TRIANGLES, 0, kVertexCount);
  19. …Almost. • Just sending the points isn’t enough, we need

    to set up some more state • We need a way to translate points to the screen coordinates and a way to know what color to draw • GLKBaseEffect to the rescue! • Another Apple-provided part of GLKit that encapsulates this task and provides convenience methods
  20. The Entire Drawing Command glClear(GL_COLOR_BUFFER_BIT); ! glEnableVertexAttribArray(GLKVertexAttribPosition); ! glVertexAttribPointer(GLKVertexAttribPosition, kVertexCount,

    GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * kCoordinatesPerVertex, &coordinates); ! [self.effect prepareToDraw]; ! glDrawArrays(GL_TRIANGLES, 0, kVertexCount); ! glDisableVertexAttribArray(GLKVertexAttribPosition);
  21. GLKBaseEffect • GLKit Effects provide the functionality that is ordinarily

    done via shaders: textures, fog, lighting, etc. • They provide some of the features of OpenGL ES 1 that were removed for OpenGL ES 2 • For many applications, GLKit provides enough that you don’t need to write your own shaders
  22. Shaders • Eventually, you will need to write your own

    shaders if you need to use features not provided in GLKBaseEffect • Some things you might need to do that aren’t provided: • Bump Mapping • More than two textures per object • More than three lights • Custom Lighting Effects • Ragdoll Physics
  23. Shaders • Shaders are the part of the OpenGL ES

    pipeline that sit between a list of points and image data • Every point is run through a vertex shader, and the output is another point in the screen’s coordinate space • Every point inside the triangle on the screen is then run through the fragment shader to determine what color it should be
  24. Shaders • Shaders are programs written in a C-like language

    called GLSL (for GL Shading Language) • The source code is loaded off of disk and compiled for the graphics card of the current device • Some implementations can support already-compiled binary shaders, but iOS does not currently support them • Shaders are linked together to make a program • GLKBaseEffect creates shaders for you as needed
  25. Vertex Shaders • Vertex shaders allow you to specify where

    on- screen the coordinates of your polygons are drawn: attribute vec3 a_position; attribute mat4 a_mvpMatrix; ! uniform mat4 u_projectionMatrix; ! void main() { v_position = vec3(a_mvpMatrix * vec4(a_position, 1.0)); gl_Position = u_projectionMatrix * vec4(v_position, 1.0); }
  26. Fragment Shaders • Once the vertex shader runs, you have

    a list of points on your screen making up a triangle • The fragment shader runs for each pixel in that shape and outputs a color • Used for putting textures on objects, computing lighting, etc. • Extremely performance-intensive—run millions of times per frame
  27. Fragment Shaders varying vec4 diffuse,ambient; varying vec3 normal,halfVector; ! void

    main() { vec3 n,halfV,lightDir; float NdotL,NdotHV; lightDir = vec3(gl_LightSource[0].position); /* The ambient term will always be present */ vec4 color = ambient; /* a fragment shader can't write a varying variable, hence we need a new variable to store the normalized interpolated normal */ n = normalize(normal); /* compute the dot product between normal and ldir */ NdotL = max(dot(n,lightDir),0.0); if (NdotL > 0.0) { color += diffuse * NdotL; halfV = normalize(halfVector); NdotHV = max(dot(n,halfV),0.0); color += gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV, gl_FrontMaterial.shininess); } gl_FragColor = color; } lighthouse3d.com/tutorials/glsl-tutorial/directional-light-per-pixel/
  28. Varying Variables • OpenGL ES automatically interpolates between values in

    the vertices • Good for colors, lighting, or anything that changes across the surface of an object • Since fragment shaders are so performance-constrained, use that to your advantage and save computation for places like varying variables
  29. Texturing • 3D points on your object correspond to 2D

    texture coordinates • Newer versions of OpenGL ES can use 3D textures, but mostly you’ll use 2D • Limited amount of resources for textures, dependent on the device • Larger devices have much more memory • GLKTextureLoader converts from a file to an OpenGL texture you can use with your context • Apple ships a tool called texturetool for compressing images into a native OpenGL format