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

Point sprites with the geometry shader

Point sprites are simple quads (usually texture mapped) that are aligned such that they are always facing the camera. They are very useful for particle systems in 3D (refer to Chapter 9, Particles Systems and Animation) or 2D games. The point sprites are specified by the OpenGL application as single point primitives, via the GL_POINTS rendering mode. This simplifies the process, because the quad itself and the texture coordinates for the quad are determined automatically. The OpenGL side of the application can effectively treat them as point primitives, avoiding the need to compute the positions of the quad vertices.

The following screenshot shows a group of point sprites. Each sprite is rendered as a point primitive. The quad and texture coordinates are generated automatically (within the geometry shader) and aligned to face the camera.

OpenGL already has built-in support for point sprites in the GL_POINTS rendering mode. When rendering point primitives...