Until this moment I've only implemented all the effects in GLSL shaders using inputs, outputs and uniforms, except for a couple of really essential constants like gl_Position
, etc. I've read several tutorials, had a lecture on computer graphics and everytime all they implement things by looking at physical model and calculating all the stuff using input values and uniforms. That is a kind of the way I thought it all works.
Now I faced the fact, that there are much more GLSL things, like glLight*
API functions and gl_LightSource
, gl_Texture
constants in GLSL with a big set of light types and lighting models predefined. Seems to be a kind of different way of programming shaders.
I wonder if there are any advantages/disadvantages using one or other way? Did I miss something very important? It looks I'm doing a lot of redundant work.
All the
glLight*
calls you might find in both GLSL and the OpenGL API are from the old and deprecated fixed-function pipeline!Now you must do all the calculations yourself through Shaders, as I can guess you're already doing.
Why did they "remove" all the awesome stuff?
They "removed" (deprecated) the Matrix Stack, Light calls, Immediate Mode Rendering, etc. etc. etc. and the list goes one for various reason. But the overall reason is that it's better to implement and control those things yourself.
It requires more work from our side implementing and controlling all those things, though you're in total control of everything and when you actually want to use something. Using the fixed-function pipeline OpenGL would allocate and load various things you might never even wanted to use.
Also when talking about the Matrix Stack as an example, you would usually (the lazy way) make OpenGL re-calculate the Matrix Stack each render call, using the old
glPushMatrix()
,glPopMatrix()
,glTranslate*()
, etc. functions. Now because YOU HAVE TO, you are forced to do all those calculations and handling the Matrices yourself. So now you would realize that most of the Matrices and much more could simply be allocated and calculated once, or atleast not every render call.Of course they didn't deprecated Immediate Mode Rendering, because we need to implement that ourselves, now we simply need to use Buffers, because they are so much better in every way.
Extra
If you want a great spreadsheet that shows which function are deprecated and which are core functions, and extension functions, etc. Then take a look here, though be aware that this spreadsheet is made by people who use OpenGL and not by the Khronos Group (current developers of OpenGL) nor Silicon Graphics (the creators of OpenGL).