Book Image

OpenGL 4 Shading Language Cookbook - Second Edition

By : David Wolff
Book Image

OpenGL 4 Shading Language Cookbook - Second Edition

By: David Wolff

Overview of this book

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.
Table of Contents (17 chapters)
OpenGL 4 Shading Language Cookbook Second Edition
About the Author
About the Reviewers

Using the compute shader for cloth simulation

The compute shader is well suited for harnessing the GPU for physical simulation. Cloth simulation is a prime example. In this recipe, we'll implement a simple particle-spring based cloth simulation using the compute shader. The following is a screenshot of the simulation of a cloth hanging by five pins. (You'll have to imagine it animating.)

A common way to represent cloth is with a particle-spring lattice. The cloth is composed of a 2D grid of point masses, each connected to its eight neighboring masses with idealized springs. The following figure represents one of the point masses (center) connected to its neighboring masses. The lines represent the springs. The dark lines are the horizontal/vertical springs and the dashed lines are the diagonal springs.

The total force on a particle is the sum of the forces produced by the eight springs to which it is connected. The force for a single spring is given by the following equation:

Where K is the...