Skip to content

The Shader Lab Framework is a teaching tool to solidify the fundamentals of Computer Graphics with OpenGL 4.0 and GLSL.

License

Notifications You must be signed in to change notification settings

bkainz/ShaderLabFramework

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

This is the Computer Graphics Shader Lab Framework.

The Shader Lab Framework is a teaching tool to solidify the fundamentals of Computer Graphics. The ShaderLab framework is based on Qt5, CMake, OpenGL 4.0, and GLSL and allows the student to modify GLSL shaders in an IDE-like environment. The framework is able to render shaded polyhedral geometry (.off/.obj), supports image-based post-processing, and allows to implement simple ray-tracing algorithms. This tool has been intensively tested by 140 Imperial College London CO317 Computer Graphics students in Spring 2017 and will continue to serve as basis framework for our coursework.

A comprehensive overview over out Computer Graphics course using ShaderLabFramework has been accepted for the EG 2017 educational track: Antoine Toisoul, Daniel Rueckert, Bernhard Kainz, Accessible GLSL Shader Programming, in Proc. EuroGraphics 2017, 2017

If you use the ShaderLab Framework for your research please cite :

@inproceedings{Toisoul2017ShaderLabFramework,
  title={Accessible GLSL shader programming},
  author={Toisoul, Antoine and Rueckert, Daniel and Kainz, Bernhard},
  booktitle={Proceedings of the European Association for Computer Graphics: Education papers},
  pages={35--42},
  year={2017},
  organization={Eurographics Association}
}

YouTube Video:

EG educational 2017 fast forward

ShaderLabFramework overview

HSaderLabFramework overview

License

Copyright (c) 2016 Bernhard Kainz, Antoine S Toisoul ([email protected], [email protected])

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

This tool was inspired by 'Shader Maker', a Computer Graphics teaching tool developed by the team of Prof.Dr.Gabriel Zachmann, University of Bremen. The Copyright holders of 'Shader Maker' granted permission to use their code. The GLSL shader editor syntax highlighter classes are based on the implementation provided by 'Shader Maker'.

Dependencies:

Compile and run:

git clone https://github.com/bkainz/ShaderLabFramework.git

cd ShaderLabFramework mkdir build

cd build

cmake ..

make

./ShaderLabFramework

Features:

  • render window
  • mouse-based interaction
  • shader compilation log output
  • Shader editor with syntax highlighter
  • render-to-texture wrapped shader pipeline
  • Object selection
  • wireframe mode
  • display of origin
  • backface culling
  • screenshot tool
  • Camera parameter adjustments
  • direct manipulation widget for Model, View and Projection Matrices
  • automatic evaluation of user uniforms in uniform editor; default material and matrix uniforms are ignored
  • simple numeric material editor
  • GPU info output
  • saving and loading of whole shader pipelines or individual shaders
  • full OpenGL 4.x support

TODO:

  • search function in code editor
  • conversion of the coordinate frame for OpenGL4 (will not work on Mac etc. at the moment)

Examples implemented using the ShaderLabFramework

Gouraud shading

Gouraud shading

Phong shading

Phong shading

Toon shading

Toon shading

Blinn-Phong shading

Blinn-Phong shading

Geometry subdivision

Geometry subdivision level 0

Geometry subdivision level 2

Texture

Texture

Texture

Bump mapping

Bump mapping

Render-to-texture, screen aligned image plane shading (simple blur example)

image-based blur

Simple ray tracing

Simple ray tracing

Simple monte-carlo ray tracing

About

The Shader Lab Framework is a teaching tool to solidify the fundamentals of Computer Graphics with OpenGL 4.0 and GLSL.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Contributors 4

  •  
  •  
  •  
  •  

Languages