re: clipping planes bypassed in CG vertex shaders
Rhadamés Carmona <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Thanks Pat
Lot of options. I am going to study them.
All d best!
Rix
I haven't had time to respond to this thread yet. A few comments:
The fundamental problem is that user clipping semantics defined in the
spec are significantly tied to the fixed-function transformation
pipeline. For user programs, the vertex transformation doesn't have any
necessary correspondence to the fixed-function pipe, so specifying what
happens there is more problematic.
Many "real world" user programs actually do have this correspondence,
but inferring whether an arbitrary program does or does not have this
property in the driver is not a completely trivial task, especially in
the face of optimizations (e.g., you know you only have 3-component
input vertices, so might write your transformation accordingly).
Clearly defining whether a shader has this property in a spec is even
uglier, since there are so many different ways you can write the "same"
transformation.
So it's not a trivial problem. However, there are a number of different
ways to get the desired clipping behavior.
* As the original question seems to refer to Cg, I'll start by saying
that Cg provides "CLP0" -- "CLP5" vertex result semantics for profiles
where the clip distance outputs (described below) are available.
* NV_vertex_program2 provides outputs o[CLP0] through o[CLP5] that
allows a vertex program to write "clip distances". You evaluate the
clipping dot product in the vertex program in whatever space you'd like.
The hardware clips to the region where o[CLPx] >= 0. Clip distances map
with clip planes.
* NV_vertex_program2_option (and NV_vertex_program3 for the GeForce 6
series) provide the same functionality with ARB-style programs. I think
they're called "result.clip[0..5]".
* NV_vertex_program2 is supported on NV30 (GeForce FX) and better.
* If you need to make it work on NVIDIA parts prior to GeForce FX, the
texture shader approach would probably be needed. That same set of
parts doesn't support fragment programs, so your best bet might be to
have one "basic" vertex program that writes either to a clip distance or
texture coordinate component. You'll probably have to write different
fragment shaders regardless.
* Unextended ARB_vertex_program doesn't provide any explicit clip
distance support. It does, however, support user clipping in
conjunction with position invariant programs. In other words, if a
fixed-function position transform is used, fixed-function user clipping
works normally. (NV_vertex_program1_1, which was the first extension
with position-invariant programs, doesn't do this -- this was added when
ARB_vertex_program was standardized.)
* GLSL has a "gl_ClipVertex" output where you basically pretend your
output vector gives the eye coordinates for the vertex and use them with
"standard" user clipping. This involves computing the dot product with
the relevant clip planes, and then clipping to the region where the dot
product is >= 0. If you use this functionality, keep in mind that the
clip planes are transformed by the current modelview matrix at the time
you specify them, so the values used for evaluating "clip vertex" dot
products may not be the four values you pass in to glClipPlane.
Hope this helps.
Pat