A lispy system for defining OpenGL shader programs and associated buffer objects.
Under the hood, Shadow is just a wrapper around the Varjo library used for writing shader programs, and some fluff to allow referencing shader programs by name, querying for basic information about them, modifying uniform variables throughout the lifecycle of an OpenGL application, and managing certain OpenGL buffer object types (UBO, SSBO currently).
The goal of Shadow is to be a simple solution to ease the task of writing and managing OpenGL shader programs and associated buffers.
(ql:quickload :shadow)
Using Shadow is not very straightforward, mostly due to the borrowing of the "Vari" language used to write shader programs, which does not have much documentation. It does however try to stay familiar and resembles Common Lisp. Additionally, there are several videos of Vari's usage created by its author.
Shader programs are written using a series of DEFUN-GPU
and DEFSTRUCT-GPU
forms representing GPU
functions and structures respectively. As mentioned, their bodies follow the language rules of
"Vari", which is not documented here.
Each DEFUN-GPU
defines a shader stage or auxillary function thereof. It takes in input arguments
and uniform variables, and sends its return values to the next stage of the shader pipeline as input
arguments. The vertex stage's input arguments correspond to your Vertex Array Object attributes.
A simple OpenGL shader program:
(defun-gpu foo-vert ((position :vec3) (uv :vec2) &uniform (mvp :mat4))
(values (* mvp (vec4 position 1))
(vec4 1 0 0 1)))
(defun-gpu foo-frag ((color :vec4))
(values color))
This defines 2 GPU functions, foo-vert
and foo-frag
that will serve as a very simple program
once translated and compiled.
To use this program it first must be translated from the Lisp-like "Vari" language, into GLSL. This
is done with the DEFINE-SHADER
macro:
(define-shader :example-program (:version 330 :primitive :points)
(:vertex (foo-vert :vec3 :vec2))
(:fragment (foo-frag :vec4)))
Above, we call DEFINE-SHADER
with a name to call our program, :example-program
, the default
stage version to use, :version 330
, and the OpenGL drawing primitive the vertex stage should use,
:primitive :points
, followed by a sequence of "stage-specs" of the form: (stage-type function-spec)
:
stage-type
may be one of: :vertex
, :tessellation-control
, :tessellation-evaluation
,
:geometry
, :fragment
, or :compute
.
func-spec
specifies which DEFUN-GPU
function to use for this stage, and is a list consisting of
the function name followed by the types of all of its input arguments. The types are important
because the "Vari" shader language allows the same function name to exist with different signatures,
so you must be explicit in which function you want to translate to GLSL.
Issuing the call to DEFINE-SHADER
produces a PROGRAM
object, which includes some useful
information:
The VIEW-SOURCE
function can be used to retrieve the translated Varo -> GLSL source for a given
program and stage type:
(define-shader ...)
(view-source * :vertex)
#|
"#version 330
layout(location = 0) in vec3 POSITION;
layout(location = 1) in vec2 UV;
out _FROM_VERTEX_STAGE_
{
out vec4 _VERTEX_STAGE_OUT_1;
} v_out;
uniform mat4 MVP;
void main()
{
gl_Position = (MVP * vec4(POSITION,float(1)));
v_out._VERTEX_STAGE_OUT_1 = vec4(float(1),float(0),float(0),float(1));
return;
}"
T
|#
(view-source ** :fragment)
#|
"#version 330
in _FROM_VERTEX_STAGE_
{
in vec4 _VERTEX_STAGE_OUT_1;
} v_in;
layout(location = 0) out vec4 _FRAGMENT_STAGE_OUT_0;
void main()
{
_FRAGMENT_STAGE_OUT_0 = v_in._VERTEX_STAGE_OUT_1;
return;
}"
T
|#
As can be seen by the GLSL source, our vertex stage function is properly making use of the VALUES
form. It takes the first value for itself, setting gl_Position
, and passes all subsequent values
as input arguments to the fragment stage, (vec4 1 0 0 1)
, which takes that for itself as the final
fragment color of the pipeline.
So far, we have only translated the "Vari" shader language into the GLSL language understood by OpenGL. We still have to compile the shader stages and link the final program object on the GPU.
At this point, a valid OpenGL context is needed to continue.
To compile a program's stages and link them into a program, you can use the BUILD-SHADER-PROGRAM
function:
(build-shader-program :example-program)
This will compile all of the stages previously translated to GLSL in our :example-game
program,
and link it into a program object on the GPU. This returns a non-zero integer on success.
Alternatively, you can compile and link all GLSL translated programs in one shot, by using the
BUILD-SHADER-DICTIONARY
function, which takes no arguments and returns a hash table of all program
objects keyed by name.
The only thing left to do, is make use of the shader program to do your rendering. This is done by
issuing calls to the various UNIFORM-*
functions within the body of the WITH-SHADER-PROGRAM
macro:
(with-shader-program :example-program
(uniform-mat4 :mvp *matrix*))
Here, we specify that we want to use :example-program
during rendering, modifying a single 4x4
matrix uniform value. Here *matrix*
refers to an imaginary matrix that you should have created for
the object you wish to render. There are quite a few UNIFORM-*
functions, and the full list can be
viewed in the package's exported symbols. Note that each uniform function takes
the name of a uniform variable as a keyword symbol, followed by the value to modify it with.
Shadow also includes support for uniform buffer objects (UBO's) and shader storage buffer objects (SSBO's).
A buffer-backed interface block in Shadow is implemented as a struct with DEFSTRUCT-GPU
. Anytime a
particular shader function wishes to read or write to this buffer, it must be specified in that
function's signature using the &uniform
part of its lambda list. To do this, you must know the
name of the struct, whether you want to access a UBO or SSBO buffer, and the packing layout of that
buffer (std140 or std430). For example, this function binds the symbol var
using the previously
defined struct, foo-block
, which will be later filled as an SSBO using the layout rules of the
std430 specification:
(defun foo (&uniform (var foo-block :ssbo :std430)
...))
This special uniform syntax must be present for each function that needs to access a buffer.
On the CPU side, we can create aliases for blocks. This is useful, because the same block name can
refer to multiple blocks, even in the context of the same shader program. To create a block alias,
use CREATE-BLOCK-ALIAS
:
(create-block-alias <block-type> <block-id> <program-name> <block-alias>)
-
<block-type>
: The keyword symbol :buffer or :uniform, depending if this block is a block which should be used with an SSBO or UBO, respectively. -
<block-id>
: The name of the block. This is always a keyword symbol, derived from the name given to the struct. -
<program-name>
: A symbol denoting the name of the program where this block can be found, as defined withDEFINE-SHADER
. -
<block-alias>
: An identifier to be used to reference this block. May be a symbol, keyword symbol, or a case-sensitive string.
It may be useful to delete a block alias. You can do so using DELETE-BLOCK-ALIAS
:
(delete-block-alias <block-alias> &key unbind-block)
-
<block-alias>
: An identifier to be used to reference this block. May be a symbol, keyword symbol, or a case-sensitive string. -
<unbind-buffer>
: When non-NIL, also disassociates the block from a binding point.
To find a block object in Shadow's state, you can use FIND-BLOCK
:
(find-block <block-alias>)
<block-alias>
: A symbol, keyword symbol, or case-sensitive string denoting an alias previously defined withCREATE-BLOCK-ALIAS
.
A block must be bound to a "binding point" for use. A buffer is then bound to this same binding
point to associate them with each other. To bind a block to a binding point, use BIND-BLOCK
:
(bind-block <block-alias> <binding-point>)
-
<block-alias>
: A symbol, keyword symbol, or case-sensitive string denoting an alias previously defined withCREATE-BLOCK-ALIAS
. -
<binding-point>
: An integer to bind the block to. This ranges from 1 to a driver-dependent maximum.
To disassociate a block from a binding point, use UNBIND-BLOCK
:
(unbind-block <block-alias>)
<block-alias>
: A symbol, keyword symbol, or case-sensitive string denoting an alias previously defined withCREATE-BLOCK-ALIAS
.
To create a buffer, you first need to create a block alias as per the above instructions. You can
then create a buffer which uses the layout of a particular block, using CREATE-BUFFER
:
(create-buffer <buffer-name> <block-alias>)
-
<buffer-name>
: A symbol that can later be used as a reference to the created buffer. -
<block-alias>
: A symbol, keyword symbol, or case-sensitive string denoting an alias previously defined withCREATE-BLOCK-ALIAS
.
To bind a buffer to a binding point, use BIND-BUFFER
:
(bind-buffer <buffer-name> <binding-point>)
-
<buffer-name>
: The name of a buffer that was defined withCREATE-BUFFER
. -
<binding-point>
: An integer to bind the buffer to. This ranges from 1 to a driver-dependent maximum.
To disassociate a buffer from a binding point, use UNBIND-BUFFER
:
(unbind-buffer <buffer-name>)
<buffer-name>
: The name of a buffer that was defined withCREATE-BUFFER
.
(delete-buffer <buffer-name>)
<buffer-name>
: The name of a buffer that was defined withCREATE-BUFFER
.
Copyright © 2018 Michael Fiano.
Licensed under the MIT License.