Over 60 highly focused, practical recipes to maximize
your OpenGL Shading language use 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 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. 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 Approach 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 written 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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