This book provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. Author V. Scott Gordon uses a 4-color, “teach-yourself” format with numerous examples and detailed explanations. Every shader stage is explored, starting with the basics of modeling, lighting, textures, etc., up through advanced techniques such as tessellation, soft shadows, and generating realistic materials and environments. The book includes companion files with all of the source code, models, textures, skyboxes and normal maps used in the book.
<ASIN:1683922212>
Author: V. Scott Gordon Publisher: Mercury Date: September 2018 Pages: 384 ISBN: 978-1683922216 Print: 1683922212 Kindle: B07MHD8TKB Audience: Developers wanting to learn OpenGL Level: Intermediate Category: Graphics & Games
- Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh.
- Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example is provided and fully explained.
- Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment).
- Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, and 3D materials such as wood and marble.
- Explains how to optimize code for performance, and use modern development tools such as the NVIDIA Nsight debugger.
- Includes companion files with all of the code, object models, figures, textures, skyboxes and skydomes, height and normal maps used throughout the book.
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