GLSL essentials enrich your 3D scenes with the power of GLSL!
معرفی کتاب «GLSL essentials enrich your 3D scenes with the power of GLSL!» نوشتهٔ Rodríguez Jacobo.، منتشرشده توسط نشر Packt Publishing Limited در سال 2013. این کتاب در 113 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
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.
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 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.
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 hereIn Detail
Physics simulation is an integral part of almost all game development projects as it is essential to the rules and feel of the game (gameplay) regardless of the projects scale. Bullet is a 3D Collision Detection and Rigid Body Dynamics Library for games, and special effects for film and animations. Bullet is integrated into many 3D modelers including Maya, Houdini, Cinema 4D, LightWave, and Blender. It is free for commercial use and open source under the permissive ZLib License.
A comprehensive guide to start building games with the Bullet Physics library. Learn how modern physics engines work by implementing key features such as collision event systems, user input handling, and simulation of soft bodies. Then learn to control it all with forces, constraints, and robust object management. This book will reveal whats going on under the hood of two modern and feature-rich graphics and physics APIs; OpenGL and Bullet Physics.
This book begins by teaching you to write your first OpenGL application, and then dives in to exploring the many features of the Bullet library in a straightforward manner. Each new feature expands upon the last, teaching you more about how physics is simulated in a video game, and how Bullet gives you the power to control every aspect of your simulation. You will learn how to render simple and complex shapes, apply some basic lighting, and construct a simple yet robust rendering system. From here, you will pull back the veil to see whats going on underneath Bullet Physics, and learn to implement key game logic features through this widely-used and extensive physics library. After you finish this book, youll be armed with a wealth of knowledge to tackle the more advanced aspects of game graphics and physics going forward.
Approach
A comprehensive set of straight-forward, easy-to-follow tutorials in OpenGL and Bullet Physics that will teach you how modern game physics and 3D graphics work.
Who this book is for
If you're a beginner or intermediate programmer with a basic understanding of 3D mathematics, and you want a stronger foundation in 3D graphics and physics, then this book is perfect for you! You'll even learn some of the fundamental concepts in 3D mathematics and software design that lies beneath them both, discovering some techniques and tricks in graphics and physics that you can use in any game development project.
In Detail
Shader programming has been the largest revolution in graphics programming. OpenGL Shading Language (abbreviated: GLSL or GLslang), is a high-level shading language based on the syntax of the C programming language.With GLSL you can execute code on your GPU (aka graphics card). More sophisticated effects can be achieved with this technique.
Therefore, knowing how OpenGL works and how each shader type interacts with each other, as well as how they are integrated into the system, is imperative for graphic programmers. This knowledge is crucial in order to be familiar with the mechanisms for rendering 3D objects.
GLSL Essentials is the only book on the market that teaches you about shaders from the very beginning. It shows you how graphics programming has evolved, in order to understand why you need each stage in the Graphics Rendering Pipeline, and how to manage it in a simple but concise way. This book explains how shaders work in a step-by-step manner, with an explanation of how they interact with the application assets at each stage.
This book will take you through the graphics pipeline and will describe each section in an interactive and clear way. You will learn how the OpenGL state machine works and all its relevant stages. Vertex shaders, fragment shaders, and geometry shaders will be covered, as well some use cases and an introduction to the math needed for lighting algorithms or transforms. Generic GPU programming (GPGPU) will also be covered.
After reading GLSL Essentials you will be ready to generate any rendering effect you need.
Approach
This book is a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow you to grasp the core concepts easily and the use of the GLSL for graphics rendering applications.
Who this book is for
If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, this book is for you. If you want a clearer idea of shader programming, or simply want to upgrade from fixed pipeline systems to state-of-the-art shader programming and are familiar with any C-based language, then this book will show you what you need to know.
Practical 3D physics simulation experience with modern feature-rich graphics and physics APIs Overview In Detail Physics simulation is an integral part of almost all game development projects as it is essential to the rules and feel of the game (gameplay) regardless of the project's scale. Bullet is a 3D Collision Detection and Rigid Body Dynamics Library for games, and special effects for film and animations. Bullet is integrated into many 3D modelers including Maya, Houdini, Cinema 4D, LightWave, and Blender. It is free for commercial use and open source under the permissive ZLib License. A comprehensive guide to start building games with the Bullet Physics library. Learn how modern physics engines work by implementing key features such as collision event systems, user input handling, and simulation of soft bodies. Then learn to control it all with forces, constraints, and robust object management. This book will reveal what's going on under the hood of two modern and feature-rich graphics and physics APIs; OpenGL and Bullet Physics. This book begins by teaching you to write your first OpenGL application, and then dives in to exploring the many features of the Bullet library in a straightforward manner. Each new feature expands upon the last, teaching you more about how physics is simulated in a video game, and how Bullet gives you the power to control every aspect of your simulation. You will learn how to render simple and complex shapes, apply some basic lighting, and construct a simple yet robust rendering system. From here, you will pull back the veil to see what's going on underneath Bullet Physics, and learn to implement key game logic features through this widely-used and extensive physics library. After you finish this book, you'll be armed with a wealth of knowledge to tackle the more advanced aspects of game graphics and physics going forward. What you will learn from this book Approach A comprehensive set of straight-forward, easy-to-follow tutorials in OpenGL and Bullet Physics that will teach you how modern game physics and 3D graphics work. Packt Publishing, 2013. — 113 p. — ISBN: 978-1-84969-800-9. Enrich your 3D scenes with the power of GLSL! Shader programming has been the largest revolution in graphics programming. OpenGL Shading Language (abbreviated: GLSL or GLslang), is a high-level shading language based on the syntax of the C programming language. With GLSL you can execute code on your GPU (aka graphics card). More sophisticated effects can be achieved with this technique. Therefore, knowing how OpenGL works and how each shader type interacts with each other, as well as how they are integrated into the system, is imperative for graphic programmers. This knowledge is crucial in order to be familiar with the mechanisms for rendering 3D objects. GLSL Essentials is the only book on the market that teaches you about shaders from the very beginning. It shows you how graphics programming has evolved, in order to understand why you need each stage in the Graphics Rendering Pipeline, and how to manage it in a simple but concise way. This book explains how shaders work in a step-by-step manner, with an explanation of how they interact with the application assets at each stage. This book will take you through the graphics pipeline and will describe each section in an interactive and clear way. You will learn how the OpenGL state machine works and all its relevant stages. Vertex shaders, fragment shaders, and geometry shaders will be covered, as well some use cases and an introduction to the math needed for lighting algorithms or transforms. Generic GPU programming (GPGPU) will also be covered. After reading GLSL Essentials you will be ready to generate any rendering effect you need. Who this book is for: If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, this book is for you. If you want a clearer idea of shader programming, or simply want to upgrade from fixed pipeline systems to state-of-the-art shader programming and are familiar with any C-based language, then this book will show you what you need to know. 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. Overview 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 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 syste OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL Overview In Detail OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level. OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL. OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques. What you will learn from this book Approach This hands-on Cookbook cuts through the preamble and gets straight to the point. OpenGL Development Cookbook is perfect for intermediate C++ programmers. Full of practical techniques for implementing amazing computer graphics and visualizations, using OpenGL. Crammed full of useful recipes, OpenGL Development Cookbook will help you exploit OpenGL to its full potential. Who this book is written for OpenGL Development Cookbook is geared toward intermediate OpenGL programmers to take you to the next level and create amazing OpenGL graphics in your applications. Annotation 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 applicationsIn Detail
OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level.
OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL.
OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques.
Approach
This hands-on Cookbook cuts through the preamble and gets straight to the point. OpenGL Development Cookbook is perfect for intermediate C++ programmers. Full of practical techniques for implementing amazing computer graphics and visualizations, using OpenGL. Crammed full of useful recipes, OpenGL Development Cookbook will help you exploit OpenGL to its full potential.
Who this book is for
OpenGL Development Cookbook is geared toward intermediate OpenGL programmers to take you to the next level and create amazing OpenGL graphics in your applications.
OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL. Explores current graphics programming techniques including GPU-based methods from the outlook of modern OpenGL 3.3 Includes GPU-based volume rendering algorithms Discover how to employ GPU-based path and ray tracing Create 3D mesh formats and skeletal animation with GPU skinning Explore graphics elements including lights and shadows in an easy to understand manner In Detail OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level. OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL. OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques "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. 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"--EBL Shading with a directional light sourceUsing 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 Using uniform blocks and uniform buffer objectsGetting 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 Tessellating based on depthChapter 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 IntroductionApplying 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 Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; 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; 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 The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential.This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations. The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations