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

Rendering shadows with shadow maps

One of the most common and popular techniques for producing shadows is called shadow mapping. In its basic form, the algorithm involves two passes. In the first pass, the scene is rendered from the point of view of the light source. The depth information from this pass is saved into a texture called the shadow map. This map will help provide information about the visibility of objects from the light's perspective. In other words, the shadow map stores the distance (actually the pseudo-depth) from the light to whatever the light can "see". Anything that is closer to the light than the corresponding depth stored in the map is lit; anything else must be in shadow.

In the second pass, the scene is rendered normally, but each fragment's depth (from the light's perspective) is first tested against the shadow map to determine whether or not the fragment is in shadow. The fragment is then shaded differently depending on the result of this test. If the fragment is...