OpenGL development cookbook over 40 recipes to help you learn, understand, and implement modern OpenGL in your applications - Movania, Muhammad Mobeen (Packt Pub., 2013)
"Quick answers to common problems"--Cover
Includes bibliographical references and index
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to Modern OpenGL; Introduction; Setting up the OpenGL v3.3 core profile on Visual Studio 2010 using the GLEW and freeglut libraries; Designing a GLSL shader class; Rendering a simple colored triangle using shaders; Doing a ripple mesh deformer using vertex shader; Dynamically subdividing a plane using the geometry shader; Dynamically subdividing a plane using the geometry shader with instanced rendering
Drawing a 2D image in a window using the fragment shader and the SOIL image loading libraryChapter 2: 3D Viewing and Object Picking; Introduction; Implementing a vector-based camera with FPS style input support; Implementing the free camera; Implementing the target camera; Implementing view frustum culling; Implementing object picking using the depth buffer; Implementing object picking using color; Implementing object picking using scene intersection queries; Chapter 3: Offscreen Rendering and Environment Mapping; Introduction; Implementing the twirl filter using fragment shader
Rendering a skybox using static cube mappingImplementing a mirror with render-to-texture using FBO; Rendering a reflective object using dynamic cube mapping; Implementing area filtering (sharpening/blurring/embossing) on an image using convolution; Implementing the glow effect; Chapter 4: Lights and Shadows; Introduction; Implementing per-vertex and per-fragment point lighting; Implementing per-fragment directional light; Implementing per-fragment point light with attenuation; Implementing per-fragment spot light; Implementing shadow mapping with FBO.