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OpenGL 4 Shading Language Cookbook, Second Edition

Cookbook
David Wolff

Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You’ll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.
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Book Details

ISBN 139781782167020
Paperback394 pages

About This Book

  • 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

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.

Table of Contents

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

What You Will Learn

  • 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.

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