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
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Implementing per-fragment point light with attenuation


The previous recipe handled a directional light source but without attenuation. The relevant changes to enable per-fragment point light with attenuation will be given in this recipe. We start by implementing per-fragment point light, as in the Implementing per-vertex and per-fragment point lighting recipe.

Getting started

The code for this recipe is contained in the Chapter4/PointLight folder.

How to do it…

Implementing per-fragment point light is demonstrated by following these steps:

  1. From the vertex shader, output the eye space vertex position and normal.

    #version 330 core
    layout(location=0) in vec3 vVertex;
    layout(location=1) in vec3 vNormal;
    uniform mat4 MVP;
    uniform mat4 MV;
    uniform mat3 N;
    smooth out vec3 vEyeSpaceNormal;
    smooth out vec3 vEyeSpacePosition;
    
    void main() {
        vEyeSpacePosition = (MV*vec4(vVertex,1)).xyz;
        vEyeSpaceNormal   = N*vNormal;
        gl_Position = MVP*vec4(vVertex,1);
    }
  2. In the fragment shader, calculate the light...