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

Projections and coordinate systems


In this section, we're going to look at the projections and the coordinate systems. So let's first understand what the coordinate systems are? There are two types of coordinate system: a left-handed and a right-handed coordinate system. The best way to visualize them is to put up both of your hands, as shown in the following image:

As per the image, the index fingers of both your hands should point up. Your middle fingers should point towards you and your thumbs should point to the left and right directions, respectively. Once you've done that, the direction that your fingers and your thumbs are pointing is the positive direction for that axis. So, the way the index finger is pointing (upward) is the positive y axis. The direction in which the middle finger is pointing is the positive z axis and the thumbs are pointing in the direction of the positive x axis. OpenGL uses the right-handed coordinate system, while the DirectX uses the left-handed coordinate...