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

Modifications to the main.cpp file


In the main.cpp file, there are a few changes we need to make. Follow the steps shown here:

  1. First of all, we need to create a new shader object, so before we define GLfloat cubeVertices[], we need to add ShaderskyboxShader(). And, to that we'll pass the locations of our shader files: "res/shaders/skybox.vs" and "res/shaders/skybox.frag".
  2. Next, we're going to need some more vertices for the skybox. Luckily, you can refer those to the main.cpp file present inside the advanced_opengl folder. Add these vertices to our code.
  3. Once you've got the skybox vertices all set up, you will need to create a vertex array object and vertex buffer object for the skybox. So, let's do that right now.
  4. After we have defined glBindVertexArray(0), we'll add GLuint skyboxVAO and skyboxVBO;.
  5. Then, we'll add glGenVertexArrays(); the vertex array is going to take the parameter 1 and then a skybox vertex array object, skyboxVAO. Next, we're going to generate the buffers into the skybox...