OpenGL 4 Shading Language Cookbook: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, Edition 3

· Packt Publishing Ltd
1 review
Ebook
472
Pages
Tools

About this ebook

Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4.6Key Features
    Book DescriptionOpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement them. The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library. We then proceed to cover basic lighting and shading effects. After that, you'll learn to use textures, produce shadows, and use geometry and tessellation shaders. Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics. OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes). You will learn how to use noise in shaders and how to use compute shaders. The book 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
    • Compile, debug, and communicate with shader programs
    • Use compute shaders for physics, animation, and general computing
    • Learn about features such as shader storage buffer objects and image load/store
    • Utilize noise in shaders and learn how to use shaders in animations
    • Use textures for various effects including cube maps for reflection or refraction
    • Understand physically based reflection models and the SPIR-V Shader binary
    • Learn how to create shadows using shadow maps or shadow volumes
    • Create particle systems that simulate smoke, fire, and other effects
    Who this book is for

    If you are a graphics programmer looking to learn the GLSL shading language, this book is for you. A basic understanding of 3D graphics and programming experience with C++ are required.

    Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4.6Key Features Book DescriptionOpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through t...

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    Ratings and reviews

    1 review
    Andy Beardmore
    May 12, 2021
    As an owner of the 2nd edition of this book, I had high hopes for the 3rd edition, as the cover and About book blurb suggested we are going to learn new OpenGL4.6 features, using C++17, but there is little evidence of that on the written pages. For example, no sign of the OpenGL Direct State Access functions being used, as far as I can tell, although SPIR-V gets a brief mention. The conversion to whatever format Google books uses is also terrible and very difficult to read in a web-browser, never mind the books app. The sample available on the Packt website is much clearer to read. The book is also missing an Index, making it difficult to find information quickly. All in all, I wish I'd found the github repo before paying for the book as that's all I really needed.
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    About the author

    David Wolff is a professor in the computer science 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 17 years, using OpenGL.

    David Wolff is a professor in the computer science 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 17 years, using OpenGL.

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