This book provides step-by-step instruction on modern 3D graphics shader
programming in OpenGL with C++, along with its theoretical foundations.
It is appropriate both for computer science graphics courses and for
professionals interested in mastering 3D graphics skills. It has been
designed in 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.
Features:
- 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(R)
Nsight(TM) debugger.
- Includes companion files with all of the code, object models, figures,
textures, skyboxes and skydomes, height and normal maps used
throughout the book.