Book Image

OpenGL Development Cookbook

By : Muhammad Mobeen Movania
Book Image

OpenGL Development Cookbook

By: Muhammad Mobeen Movania

Overview of this book

OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level. OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL. OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques.
Table of Contents (15 chapters)
OpenGL Development Cookbook
About the Author
About the Reviewers

Implementing per-vertex and per-fragment point lighting

To give more realism to 3D graphic scenes, we add lighting. In OpenGL's fixed function pipeline, per-vertex lighting is provided (which is deprecated in OpenGL v3.3 and above). Using shaders, we can not only replicate the per-vertex lighting of fixed function pipeline but also go a step further by implementing per-fragment lighting. The per-vertex lighting is also known as Gouraud shading and the per-fragment shading is known as Phong shading. So, without further ado, let's get started.

Getting started

In this recipe, we will render many cubes and a sphere. All of these objects are generated and stored in the buffer objects. For details, refer to the CreateSphere and CreateCube functions in Chapter4/PerVertexLighting/main.cpp. These functions generate both vertex positions as well as per-vertex normals, which are needed for the lighting calculations. All of the lighting calculations take place in the vertex shader of the per-vertex lighting...