OpenGL 4.0 Shading Language Cookbook

With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

OpenGL 4.0 Shading Language Cookbook

Cookbook
David Wolff

With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.
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Book Details

ISBN 139781849514767
Paperback340 pages

Book Description

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.

Table of Contents

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 5: Image Processing and Screen Space Techniques
Introduction
Applying an edge detection filter
Applying a Gaussian blur filter
Creating a "bloom" effect
Using gamma correction to improve image quality
Using multisample anti-aliasing
Using deferred shading
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

What You Will Learn

  • 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

Authors

Table of Contents

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 5: Image Processing and Screen Space Techniques
Introduction
Applying an edge detection filter
Applying a Gaussian blur filter
Creating a "bloom" effect
Using gamma correction to improve image quality
Using multisample anti-aliasing
Using deferred shading
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

Book Details

ISBN 139781849514767
Paperback340 pages
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