OpenGL 4.0 Shading Language Cookbook

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OpenGL 4.0 Shading Language Cookbook
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Table of Contents
Sample Chapters
  • A full set of recipes demonstrating simple and advanced techniques for producing high-quality, real-time 3D graphics using GLSL 4.0
  • How to use the OpenGL Shading Language to implement lighting and shading techniques
  • Use the new features of GLSL 4.0 including tessellation and geometry shaders
  • How to use textures in GLSL as part of a wide variety of techniques from basic texture mapping to deferred shading
  • Simple, easy-to-follow examples with GLSL source code, as well as a basic description of the theory behind each technique

Book Details

Language : English
Paperback : 340 pages [ 235mm x 191mm ]
Release Date : July 2011
ISBN : 1849514763
ISBN 13 : 9781849514767
Author(s) : David Wolff
Topics and Technologies : All Books, Game Development, Cookbooks, Open Source, Web Graphics & Video

Table of Contents

Chapter 1: Getting Started with GLSL 4.0
Chapter 2: The Basics of GLSL Shaders
Chapter 3: Lighting, Shading Effects, and Optimizations
Chapter 4: Using Textures
Chapter 5: Image Processing and Screen Space Techniques
Chapter 6: Using Geometry and Tessellation Shaders
Chapter 7: Shadows
Chapter 8: Using Noise in Shaders
Chapter 9: Animation and Particles
  • Chapter 1: Getting Started with GLSL 4.0
    • Introduction
    • Using the GLEW Library to access the latest OpenGL functionality
    • Using the GLM library for mathematics
    • Determining the GLSL and OpenGL version
    • Compiling a shader
    • Linking a shader program
    • Sending data to a shader using per-vertex attributes and vertex buffer objects
    • Getting a list of active vertex input attributes and indices
    • Sending data to a shader using uniform variables
    • Getting a list of active uniform variables
    • Using uniform blocks and uniform buffer objects
    • Building a C++ shader program class
    • Chapter 2: The Basics of GLSL Shaders
      • Introduction
      • Implementing diffuse, per-vertex shading with a single point light source
      • Implementing per-vertex ambient, diffuse, and specular (ADS) shading
      • Using functions in shaders
      • Implementing two-sided shading
      • Implementing flat shading
      • Using subroutines to select shader functionality
      • Discarding fragments to create a perforated look
      • Chapter 3: Lighting, Shading Effects, and Optimizations
        • Introduction
        • Shading with multiple positional lights
        • Shading with a directional light source
        • Using per-fragment shading for improved realism
        • Using the halfway vector for improved performance
        • Simulating a spotlight
        • Creating a cartoon shading effect
        • Simulating fog
        • Chapter 4: Using Textures
          • Introduction
          • Applying a 2D texture
          • Applying multiple textures
          • Using alpha maps to discard pixels
          • Using normal maps
          • Simulating reflection with cube maps
          • Simulating refraction with cube maps
          • Image-based lighting
          • Applying a projected texture
          • Rendering to a texture
            • Chapter 6: Using Geometry and Tessellation Shaders
              • Introduction
              • Point sprites with the geometry shader
              • Drawing a wireframe on top of a shaded mesh
              • Drawing silhouette lines using the geometry shader
              • Tessellating a curve
              • Tessellating a 2D quad
              • Tessellating a 3D surface
              • Tessellating based on depth
              • Chapter 7: Shadows
                • Introduction
                • Rendering shadows with shadow maps
                • Anti-aliasing shadow edges with PCF
                • Creating soft shadow edges with random sampling
                • Improving realism with prebaked ambient occlusion
                • Chapter 8: Using Noise in Shaders
                  • Introduction
                  • Creating a noise texture using libnoise
                  • Creating a seamless noise texture
                  • Creating a cloud-like effect
                  • Creating a wood grain effect
                  • Creating a disintegration effect
                  • Creating a paint-spatter effect
                  • Creating a night-vision effect
                  • Chapter 9: Animation and Particles
                    • Introduction
                    • Animating a surface with vertex displacement
                    • Creating a particle fountain
                    • Creating a particle system using transform feedback
                    • Creating a particle system using instanced particles
                    • Simulating fire with particles
                    • Simulating smoke with particles

                    David Wolff

                    David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). He received a PhD in Physics and an MS in Computer Science from Oregon State University. He has been teaching computer graphics to undergraduates at PLU for over 10 years, using OpenGL.

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                    Submit Errata

                    Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                    - 2 submitted: last submission 24 Dec 2013

                    Errata type: Typo | Page number: 17

                    The "How it works..." section mentions "an array named sourceArray". It should be "an array named codeArray".


                    Errata type: Code | Page number: 8 | Chapter : 1

                    The errata for issues with the way the shader files were loaded, and where shader data is read from file have been addressed in recent versions of the code at Example code for the OpenGL 4.0 Shading Language Cookbook.


                    Sample chapters

                    You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                    What you will learn from this book

                    • Compile, install, and communicate with shader programs
                    • Use new features of GLSL 4.0 such as subroutines and uniform blocks
                    • Implement basic lighting and shading techniques such as diffuse and specular shading, per-fragment shading, and spotlights
                    • Apply single or multiple textures
                    • Use textures as environment maps for simulating reflection or refraction
                    • Implement screen-space techniques such as gamma correction, blur filters, and deferred shading
                    • Implement geometry and tessellation shaders
                    • Learn shadowing techniques including shadow mapping and screen space ambient occlusion
                    • Use noise in shaders
                    • Use shaders for animation

                    In Detail

                    The OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With version 4.0, the language has been further refined to provide programmers with greater flexibility, and additional features have been added such as an entirely new stage called the tessellation shader.

                    The OpenGL Shading Language 4.0 Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginning level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows.

                    The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques, shadowing, tessellation and geometry shaders, noise, and animation.

                    The OpenGL Shading Language 4.0 Cookbook provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer graphics applications.


                    This hands-on guide cuts short the preamble and gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0.

                    Who this book is for

                    If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.

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