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

Creating shadows using shadow volumes and the geometry shader

As we discovered in the previous recipes, one of the main problems with shadow maps is aliasing. The problem essentially boils down to the fact that we are sampling the shadow map(s) at a different frequency (resolution) than we are using when rendering the scene. To minimize the aliasing we can blur the shadow edges (as in the previous recipes), or try to sample the shadow map at a frequency that is closer to the corresponding resolution in projected screen space. There are many techniques that help with the latter; for more details, I recommend the book Real-Time Shadows.

An alternate technique for shadow generation is called shadow volumes. The shadow volume method completely avoids the aliasing problem that plagues shadow maps. With shadow volumes, you get pixel-perfect hard shadows, without the aliasing artifacts of shadow maps. The following figure shows a scene with shadows that are produced using the shadow volume technique...