Book Image

Learn OpenGL

By : Frahaan Hussain
Book Image

Learn OpenGL

By: Frahaan Hussain

Overview of this book

Learn OpenGL is your one-stop reference guide to get started with OpenGL and C++ for game development. From setting up the development environment to getting started with basics of drawing and shaders, along with concepts such as lighting, model loading, and cube mapping, this book will get you up to speed with the fundamentals. You begin by setting up your development environment to use OpenGL on Windows and macOS. With GLFW and GLEW set up using absolute and relative linking done, you are ready to setup SDL and SFML for both the operating systems. Now that your development environment is set up, you'll learn to draw using simple shaders as well as make the shader more adaptable and reusable. Then we move on to more advanced topics like texturing your objects with images and transforming your objects using translate, rotate and scale. With these concepts covered, we'll move on to topics like lighting to enable you to incorporate amazing dynamic lights in your game world. By the end of the book, you'll learn about model loading, right from setting up ASSIMP to learning about the model class and loading a model in your game environment. We will conclude by understanding cube mapping to bring advance worlds to your game.
Table of Contents (13 chapters)
Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
Index

Chapter 3. Transformations, Projections, and Camera

In the previous chapter, we discussed about how to create shapes in OpenGL using our libraries. We learned to add colors to our shapes and we'll also discussed how to add texture to the shapes. This chapter will be the continuation of the previous chapter and we'll discuss how to apply transformations such as rotation or translate to our shapes. We'll also discuss the projection and the coordinate system and try to implement that in our game world. You'll also get to learn about the camera class and we'll use that to view and navigate through our multiple objects we'll create in this chapter. 

The following topics will be covered in this chapter: 

  • Applying transformations such as rotations and translate to our shapes
  • Implementation of projection and the coordinate system in the game world
  • Adding multiple objects to our game world
  • Creating and using camera class for a better view of objects 

So let's begin... 

Note

You can refer to all the code...