OpenGL 4 shading language cookbook / / David Wolff |
Autore | Wolff David |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (394 pages) : illustrations |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
Soggetto genere / forma | Electronic books. |
ISBN | 1-78216-703-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453162603321 |
Wolff David | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4 shading language cookbook / / David Wolff |
Autore | Wolff David |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (394 pages) : illustrations |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
ISBN | 1-78216-703-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910790817403321 |
Wolff David | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4 shading language cookbook / / David Wolff |
Autore | Wolff David |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (394 pages) : illustrations |
Disciplina | 006.686 |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
ISBN | 1-78216-703-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Getting Started With GLSL -- Introduction -- Using a function loader to access the latest OpenGL functionality -- Using GLM for mathematics -- Determining the GLSL and OpenGL version -- Compiling a shader -- Sending data to a shader using vertex attributes and vertex buffer objects -- Getting a list of active vertex input attributes and locations -- Sending data to a shader using uniform variables -- Getting a list of active uniform variables -- Using uniform blocks and uniform buffer objects -- Getting debug messages -- Building a C++ shader program class -- Chapter 2: The Basics of GLSL Shaders -- Introduction -- Implementing diffuse, per-vertex shading with a single point light source -- Implementing per-vertex ambient, diffuse, and specular (ADS) shading -- Using functions in shaders -- Implementing two-sided shading -- Implementing flat shading -- Using subroutines to select shader functionality -- Discarding fragments to create a perforated look -- Chapter 3: Lighting, Shading, and Optimization -- Introduction -- Shading with multiple positional lights -- Shading with a directional light source -- Using per-fragment shading for improved realism -- Using the halfway vector for improved performance -- Simulating a spotlight -- Creating a cartoon shading effect -- Simulating fog -- Configuring the depth test -- Chapter 4: Using Textures -- Introduction -- Applying a 2D texture -- Applying multiple textures -- Using alpha maps to discard pixels -- Using normal maps -- Simulating reflection with cube maps -- Simulating refraction with cube maps -- Applying a projected texture -- Rendering to a texture -- Using sampler objects -- Chapter 5: Image Processing and Screen Space Techniques -- Introduction.
Applying an edge detection filter -- Applying a Gaussian blur filter -- Implementing HDR lighting with tone mapping -- Creating a bloom effect -- Using gamma correction to improve image quality -- Using multisample anti-aliasing -- Using deferred shading -- Implementing order-independent transparency -- Chapter 6: Using Geometry and Tessellation Shaders -- Introduction -- Point sprites with the geometry shader -- Drawing a wireframe on top of a shaded mesh -- Drawing silhouette lines using the geometry shader -- Tessellating a curve -- Tessellating a 2D quad -- Tessellating a 3D surface -- Tessellating based on depth -- Chapter 7: Shadows -- Introduction -- Rendering shadows with shadow maps -- Anti-aliasing shadow edges with PCF -- Creating soft shadow edges with random sampling -- Creating shadows using shadow volumes and the geometry shader -- Chapter 8: Using Noise in Shaders -- Introduction -- Creating a noise texture using GLM -- Creating a seamless noise texture -- Creating a cloud-like effect -- Creating a wood-grain effect -- Creating a disintegration effect -- Creating a paint-spatter effect -- Creating a night-vision effect -- Chapter 9: Particle Systems and Animation -- Introduction -- Animating a surface with vertex displacement -- Creating a particle fountain -- Creating a particle system using transform feedback -- Creating a particle system using instanced particles -- Simulating fire with particles -- Simulating smoke with particles -- Chapter 10: Using Compute Shaders -- Introduction -- Implementing a particle simulation with the compute shader -- Using the compute shader for cloth simulation -- Implementing an edge detection filter with the compute shader -- Creating a fractal texture using the compute shader -- Index. |
Record Nr. | UNINA-9910806918503321 |
Wolff David | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4.0 shading language cookbook [[electronic resource] ] : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language / / David Wolff |
Autore | Wolff David |
Pubbl/distr/stampa | Birmingham [England], : Packt Pub. Ltd., 2011 |
Descrizione fisica | 1 online resource (767 p.) |
Disciplina | 006.6 |
Soggetto topico | Programming languages (Electronic computers) |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-30818-5
9786613308184 1-84951-477-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 |
Record Nr. | UNINA-9910456694203321 |
Wolff David | ||
Birmingham [England], : Packt Pub. Ltd., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4.0 shading language cookbook [[electronic resource] ] : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language / / David Wolff |
Autore | Wolff David |
Pubbl/distr/stampa | Birmingham [England], : Packt Pub. Ltd., 2011 |
Descrizione fisica | 1 online resource (767 p.) |
Disciplina | 006.6 |
Soggetto topico | Programming languages (Electronic computers) |
ISBN |
1-283-30818-5
9786613308184 1-84951-477-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 |
Record Nr. | UNINA-9910781787803321 |
Wolff David | ||
Birmingham [England], : Packt Pub. Ltd., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4.0 shading language cookbook : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language / / David Wolff |
Autore | Wolff David |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham [England], : Packt Pub. Ltd., 2011 |
Descrizione fisica | 1 online resource (767 p.) |
Disciplina | 006.6 |
Soggetto topico | Programming languages (Electronic computers) |
ISBN |
1-283-30818-5
9786613308184 1-84951-477-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 |
Record Nr. | UNINA-9910810977203321 |
Wolff David | ||
Birmingham [England], : Packt Pub. Ltd., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|