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Record Nr. |
UNINA9910956648603321 |
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Autore |
Wolff David |
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Titolo |
OpenGL 4.0 shading language cookbook : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language / / David Wolff |
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Pubbl/distr/stampa |
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Birmingham [England], : Packt Pub. Ltd., 2011 |
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ISBN |
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9786613308184 |
9781283308182 |
1283308185 |
9781849514774 |
1849514771 |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (767 p.) |
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Disciplina |
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Soggetti |
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Programming languages (Electronic computers) |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di bibliografia |
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Nota di contenuto |
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Table of Contents; OpenGL 4.0 Shading Language Cookbook; OpenGL 4.0 Shading Language Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why subscribe?; Free access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code for this book; Errata; Piracy; Questions; 1. Getting Started with GLSL 4.0; Introduction; The OpenGL Shading Language; Profiles: Core vs. Compatibility |
Using the GLEW Library to access the latest OpenGL functionalityGetting ready; How to do it...; How it works...; There's more...; GLEW visualinfo; GLEW glewinfo; Checking for extension availability at runtime; See also; Using the GLM library for mathematics; Getting ready; How to do it...; How it works...; There's more...; Using the GLM types as input to OpenGL; See also; Determining the GLSL and OpenGL version; How to do it...; How it works...; There's more...; See also; Compiling a shader; Getting ready; How to do it...; How it works...; There's more...; Deleting a shader object; See also |
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Linking a shader programGetting ready; How to do it...; How it works...; There's more...; Deleting a shader program; See also; Sending data to a shader using per-vertex attributes and vertex buffer objects; Getting ready; How to do it...; How it works...; There's more...; Using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and indices; Getting ready; How to do it...; How it works...; There's more...; See also; Sending data to a shader using uniform variables; Getting ready; How to do it...; How it works... |
There's more...See also; Getting a list of active uniform variables; Getting ready; How to do it...; How it works...; There's more...; See also; Using uniform blocks and uniform buffer objects; Getting ready; How to do it...; How it works...; There's more...; Using an instance name with a uniform block; Using layout qualifiers with uniform blocks; See also; Building a C++ shader program class; Getting ready; How to do it...; How it works...; See also; 2. The Basics of GLSL Shaders; Introduction; Vertex and fragment shaders; Replicating the old fixed functionality |
Implementing diffuse, per-vertex shading with a single point light sourceGetting ready; How to do it...; How it works...; There's more...; See also; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Getting ready; How to do it...; How it works...; There's more...; Using a non-local viewer; Per-vertex vs. Per-fragment; Directional lights; Light attenuation with distance; See also; Using functions in shaders; Getting ready; How to do it...; How it works...; There's more...; The const qualifier; Function overloading; Passing arrays or structures to a function; See also |
Implementing two-sided shading |
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Sommario/riassunto |
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Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use |
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