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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.
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Veröffentlichungsjahr: 2011
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First published: July 2011
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Cover Image by Fillipo (<[email protected]>)
Author
David Wolff
Reviewers
Martin Christen
Nicolas Delalondre
Markus Pabst
Brandon Whitley
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David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). He received his PhD in Physics from Oregon State University. He has a passion for computer graphics and the intersection between art and science. He has been teaching computer graphics to undergraduates at PLU for over 10 years, using OpenGL.
Special thanks to Brandon Whitley for interesting discussions and helpful insights during the writing of this book. His help has been incredibly valuable. Thanks also to all of the reviewers and editors for their help.
I'd also like to thank my parents for a lifetime of support, love and encouragement.
Martin Christen graduated with a Computer Science degree. Today, he is a senior research associate at the Institute of Geomatics Engineering of the University of Applied Sciences Northwestern (FHNW) Switzerland. He is the lead developer of the open source virtual globe engine (http://www.openwebglobe.org).
Previously, he was software developer in the fields of 3D geoinformation and in 3D computer game development. His main research interests are GPU-programming, parallel computing, terrain-rendering, and 3D graphics engine architecture.
Nicolas Delalondre has been working on 3D computer graphics software for more than ten years mainly in OpenGL on desktop and mobile devices. Currently, he is a freelance developer at Digital Mind and an associate at Rhino Terrain where he develops geomodeling and meshing algorithms. Before joining Rhino Terrain, Nicolas was a 3D software engineer at Bionatics, a French startup, developing OpenGL engine and algorithms for geographic information system (GIS). Prior to working with Bionatics, he worked for INRIA (French research institute in computer science) in the radiosity field. Nicolas has a Master's degree in Computer Science from EFREI, France.
Markus Pabst has been working with OpenGL since 2002. He works in the digital mapping industry and has worked with the desktop and embedded versions of OpenGL. Since 2007, he has been leading a team of software engineers developing an embedded OpenGL-based cockpit display system for the Airbus A400M aircraft certified against DO-178B Level C standard. In 2005, he began teaching OpenGL at the German University of Applied Sciences Ravensburg-Weingarten.
Markus received his university degree in Multimedia Technologies from the Technical University of Ilmenau, in 2002. In the summer, you may find Markus on a sailing boat in southern Germany.
Brandon Whitley worked for four years as a graphics programmer for Zipper Interactive, a Sony Computer Entertainment Worldwide Studio. He earned his Masters degree in Computer Science from Georgia Institute of Technology. While obtaining his undergraduate degree at Pacific Lutheran University, he was inspired by the author of this book to pursue a career in computer graphics. Brandon is currently a graphics programmer at Bungie, creators of the Halo series.
I would like to thank my wife, Katie, and my son, Parker, for their love and support.
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The OpenGL Shading Language (GLSL) Version 4.0 brings unprecedented power and flexibility to programmers interested in creating modern, interactive, graphical programs. It allows us to harness the power of modern GraphicsProcessingUnits (GPUs) in a straightforward way by providing a simple, yet powerful, language and API.
The OpenGL 4.0 Shading Language Cookbook will provide easy-to-follow examples that start by walking you through the theory and background behind each technique. It then goes on to provide and explain the GLSL and OpenGL code needed to implement them. Beginning through to advanced techniques are presented, including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows.
Chapter 1, Getting Started with GLSL 4.0, provides tips and tricks for setting up your OpenGL development environment to take advantage of the latest OpenGL and GLSL language features. It also teaches the basic techniques for communicating with shader programs.
Chapter 2, The Basics of GLSL Shaders, provides examples of basic shading techniques such as diffuse shading, two-sided shading, and flat shading. It also discuses an example of a new 4.0 language feature: subroutines.
Chapter 3, Lighting and Shading Effects and Optimizations, provides examples of more complex lighting and shading such as multiple lights, per-fragment shading, spotlights, cartoon shading, and fog. It moves further to explain how to gain a slight increase in execution speed by using the halfway vector or a directional light source.
Chapter 4, Using Textures, provides a variety of examples illustrating how textures can be used in GLSL shaders. It also explores examples involving simple 2D textures, multiple textures, normal maps, alpha maps, cube maps, and projected textures. It also discusses how to render to a texture using framebuffer objects.
Chapter 5, Image Processing and Screen Space Techniques, discusses various techniques to apply post-processing effects such as bloom, blur, and edge detection. It also discusses an example of a very popular rendering technique known as deferred shading.
Chapter 6, Using Geometry and Tessellation Shaders, provides a series of examples to introduce you to the new and powerful segments of the shader pipeline. It provides some examples of geometry shaders, and discusses how to use tessellation shaders to dynamically render geometry at different levels of detail.
Chapter 7, Shadows, provides several recipes surrounding the shadow-mapping algorithm. It also discusses some basic and advanced techniques for producing shadows, focusing mainly on texture-based shadow maps.
Chapter 8, Using Noise in Shaders, provides recipes that demonstrate how to make use of a pre-computed noise texture to create a variety of effects. The first two recipes demonstrate how to generate a noise texture using the free, open-source library libnoise. Then, it moves on to explain several examples that use noise textures to produce natural and artificial effects such as wood grain, clouds, electrical interference, splattering, and erosion.
Chapter 9, Animation and Particles, discusses several examples of animation within shaders, focusing mostly on particle systems. It also provides an example illustrating how to use OpenGL's transform feedback functionality within a particle system. The last two recipes in the chapter demonstrate some particle systems for simulating complex real systems, such as smoke and fire.
You will need familiarity with OpenGL programming, along with an understanding of the typical 3D coordinate systems, projections, and transformations.
This book is for OpenGL programmers who would like to take advantage of the modern features of GLSL 4.0 to create real-time, three-dimensional graphics. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.
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