Book Image

OpenGL 4.0 Shading Language Cookbook

Book Image

OpenGL 4.0 Shading Language Cookbook

Overview of this book

The OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With version 4.0, the language has been further refined to provide programmers with greater flexibility, and additional features have been added such as an entirely new stage called the tessellation shader. The OpenGL Shading Language 4.0 Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginning level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows. The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques, shadowing, tessellation and geometry shaders, noise, and animation. The OpenGL Shading Language 4.0 Cookbook provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer graphics applications.
Table of Contents (16 chapters)
OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating a particle system using instanced particles


To give more geometric detail to each particle in a particle system, we can make use of OpenGL's support for instanced rendering . Instanced rendering is a convenient and efficient way to draw several copies of a particular object. OpenGL provides support for instanced rendering through the functions glDrawArraysInstanced and glDrawElementsInstanced .

In this example, we'll modify the particle system introduced in the previous recipes. Rather than using point sprites, we'll render a more complex object in the place of each particle. The following image shows an example where each particle is rendered as a shaded torus:

Using instanced rendering is simply a matter of calling one of the instanced draw functions, and providing the number of instances to draw. However, there is some subtlety to the way that we provide vertex attributes to the shader. If all particles were drawn with exactly the same attributes, it would be simple to draw, but...