OpenGL 4 Shading Language Cookbook, Second Edition


OpenGL 4 Shading Language Cookbook, Second Edition
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Discover simple and advanced techniques for leveraging modern OpenGL and GLSL
  • Learn how to use the newest features of GLSL including compute shaders, geometry, and tessellation shaders
  • Get to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and more
  • Clear, easy-to-follow examples with detailed explanations and full, cross-platform source code available from GitHub

Book Details

Language : English
Paperback : 394 pages [ 235mm x 191mm ]
Release Date : December 2013
ISBN : 1782167021
ISBN 13 : 9781782167020
Author(s) : David Wolff
Topics and Technologies : All Books, Game Development, Cookbooks, Open Source


Table of Contents

Preface
Chapter 1: Getting Started with GLSL
Chapter 2: The Basics of GLSL Shaders
Chapter 3: Lighting, Shading, and Optimization
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: Particle Systems and Animation
Chapter 10: Using Compute Shaders
Index
  • Chapter 1: Getting Started with GLSL
    • Introduction
    • Using a function loader to access the latest OpenGL functionality
    • Using GLM for mathematics
    • Determining the GLSL and OpenGL version
    • Compiling a shader
    • Linking a shader program
    • Sending data to a shader using vertex attributes and vertex buffer objects
    • Getting a list of active vertex input attributes and locations
    • Sending data to a shader using uniform variables
    • Getting a list of active uniform variables
    • Using uniform blocks and uniform buffer objects
    • Getting debug messages
    • 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, and Optimization
    • 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
    • Configuring the depth test
  • 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
    • Applying a projected texture
    • Rendering to a texture
    • Using sampler objects
  • Chapter 5: Image Processing and Screen Space Techniques
    • Introduction
    • Applying an edge detection filter
    • Applying a Gaussian blur filter
    • Implementing HDR lighting with tone mapping
    • Creating a bloom effect
    • Using gamma correction to improve image quality
    • Using multisample anti-aliasing
    • Using deferred shading
    • Implementing order-independent transparency
  • 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
    • Creating shadows using shadow volumes and the geometry shader
  • Chapter 8: Using Noise in Shaders
    • Introduction
    • Creating a noise texture using GLM
    • 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: Particle Systems and Animation
    • 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
  • Chapter 10: Using Compute Shaders
    • Introduction
    • Implementing a particle simulation with the compute shader
    • Using the compute shader for cloth simulation
    • Implementing an edge detection filter with the compute shader
    • Creating a fractal texture using the compute shader

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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Sample chapters

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What you will learn from this book

  • Compile, debug, and communicate with shader programs
  • Use new features of GLSL 4 such as subroutines, sampler objects, and uniform blocks
  • Implement core lighting and shading techniques such as diffuse and specular shading, per-fragment shading, and spotlights
  • Use textures for a variety of effects including cube maps for reflection or refraction
  • Implement screen-space techniques such as HDR, bloom, blur filters, order-independent transparency, and deferred shading
  • Utilize noise in shaders
  • Use shaders for animation
  • Make use of compute shaders for physics, animation, and general computing
  • Learn how to use new OpenGL features such as shader storage buffer objects, and image load/store

In Detail

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, the language has been further refined to provide programmers with greater power and flexibility, with new stages such as tessellation and compute.

OpenGL 4 Shading Language Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique, and then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginner level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, compute shaders, and shadows.

OpenGL Shading Language 4 Cookbook is a practical guide that takes you from the fundamentals of programming with modern GLSL and OpenGL, through to advanced techniques. The recipes build upon each other and take you quickly from novice to advanced level code.

You’ll see essential lighting and shading techniques; 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 including HDR rendering, bloom, and blur; shadowing techniques; tessellation, geometry, and compute shaders; how to use noise effectively; and animation with particle systems.

OpenGL Shading Language 4 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.

Approach

OpenGL Shading Language 4 Cookbook is a hands-on guide that 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 the latest GLSL specification.

Who this book is for

This book is for OpenGL programmers looking to use the modern features of GLSL 4 to create real-time, three-dimensional graphics. 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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