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OpenGL 4.0 Shading Language Cookbook.

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

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Wolff, David
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2011.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Table of Contents; OpenGL 4.0 Shading Language Cookbook; OpenGL 4.0 Shading Language Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why subscribe?; Free access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code for this book; Errata; Piracy; Questions; 1. Getting Started with GLSL 4.0; Introduction; The OpenGL Shading Language; Profiles: Core vs. Compatibility.
  • Using the GLEW Library to access the latest OpenGL functionalityGetting ready; How to do it ... ; How it works ... ; There's more ... ; GLEW visualinfo; GLEW glewinfo; Checking for extension availability at runtime; See also; Using the GLM library for mathematics; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using the GLM types as input to OpenGL; See also; Determining the GLSL and OpenGL version; How to do it ... ; How it works ... ; There's more ... ; See also; Compiling a shader; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Deleting a shader object; See also.
  • Linking a shader programGetting ready; How to do it ... ; How it works ... ; There's more ... ; Deleting a shader program; See also; Sending data to a shader using per-vertex attributes and vertex buffer objects; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and indices; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Sending data to a shader using uniform variables; Getting ready; How to do it ... ; How it works ...
  • There's more ... See also; Getting a list of active uniform variables; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Using uniform blocks and uniform buffer objects; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using an instance name with a uniform block; Using layout qualifiers with uniform blocks; See also; Building a C++ shader program class; Getting ready; How to do it ... ; How it works ... ; See also; 2. The Basics of GLSL Shaders; Introduction; Vertex and fragment shaders; Replicating the old fixed functionality.
  • Implementing diffuse, per-vertex shading with a single point light sourceGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using a non-local viewer; Per-vertex vs. Per-fragment; Directional lights; Light attenuation with distance; See also; Using functions in shaders; Getting ready; How to do it ... ; How it works ... ; There's more ... ; The const qualifier; Function overloading; Passing arrays or structures to a function; See also.