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درصورت عدم همخوانی توضیحات با کتاب
از ساعت 7 صبح تا 10 شب
ویرایش: [3 ed.]
نویسندگان: David Wolff,
سری:
ISBN (شابک) : 9781789342253
ناشر:
سال نشر: 2018
تعداد صفحات: [464]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 28 Mb
در صورت تبدیل فایل کتاب OpenGL 4 Shading Language Cookbook به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کتاب آشپزی OpenGL 4 Shading Language نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Title Page Copyright and Credits Packt Upsell Contributors Table of Contents Preface Chapter 1: Getting Started with GLSL Introduction GLSL Profiles – core versus compatibility Using a loading library to access the latest OpenGL functionality Getting ready How to do it... How it works... There's more... See also Using GLM 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... Compiling a shader Getting ready How to do it... How it works... There's more... Deleting a shader object See also Linking a shader program Getting ready How to do it... How it works... There's more... Shader input/output variables Deleting a shader program See also Saving and loading a shader binary Getting ready How to do it... How it works... See also Loading a SPIR-V shader program Getting ready How to do it... How it works... There's more... See also Chapter 2: Working with GLSL Programs Introduction Sending data to a shader using vertex attributes and vertex buffer objects Getting ready How to do it... How it works... There's more... Separate attribute format Fragment shader output Specifying attribute indexes without using layout qualifiers Using element arrays Interleaved arrays See also Getting a list of active vertex input attributes and locations 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 Using program pipelines Getting ready How to do it... How it works... There's more... See also Getting debug messages Getting ready How to do it... How it works... There's more... Building a C++ shader program class Getting ready How to do it... How it works... See also Chapter 3: The Basics of GLSL Shaders Introduction Vertex and fragment shaders Learning the basics first Diffuse and per-vertex shading with a single point light source Getting ready How to do it... How it works... There's more... See also Implementing the Phong reflection model Getting ready How to do it... How it works... There's more... Using a nonlocal viewer Per-vertex versus 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 Getting ready How to do it... How it works... There's more... Using two-sided rendering for debugging See also Implementing flat shading How to do it... How it works... See also Using subroutines to select shader functionality Getting ready How to do it... How it works... There's more... See also Discarding fragments to create a perforated look Getting ready How to do it... How it works... See also Chapter 4: Lighting and Shading Introduction Shading with multiple positional lights Getting ready How to do it... How it works... See also Shading with a directional light source Getting ready How to do it... How it works... There's more... See also Using per-fragment shading for improved realism Getting ready How to do it... How it works... There's more... See also The Blinn-Phong reflection model Getting ready How to do it... How it works... There's more... See also Simulating a spotlight Getting ready How to do it... How it works... See also Creating a cartoon shading effect Getting ready How to do it... How it works... There's more... See also Simulating fog Getting ready How to do it... How it works... There's more... Computing distance from the eye See also A physically-based reflection model Getting ready How to do it... How it works... There's more... See also Chapter 5: Using Textures Introduction Applying a 2D texture Getting ready How to do it... How it works... There's more... Specifying the sampler binding within GLSL See also Applying multiple textures Getting ready How to do it... How it works... There's more... See also Using alpha maps to discard pixels Getting ready How to do it... How it works... There's more... See also Using normal maps Getting ready How to do it... How it works... See also Parallax mapping Getting ready How to do it... How it works... There's more... See also Steep parallax mapping with self shadowing Getting ready How to do it... How it works... See also Simulating reflection with cube maps Getting ready How to do it... How it works... There's more... See also Simulating refraction with cube maps Getting ready How to do it... How it works... There's more... The Fresnel equations Chromatic aberration Refracting through both sides of the object See also Applying a projected texture Getting ready How to do it... How it works... There's more... See also Rendering to a texture Getting ready How to do it... How it works... There's more... See also Using sampler objects Getting ready How to do it... How it works... See also Diffuse image-based lighting Getting ready How to do it... How it works... There's more... See also Chapter 6: Image Processing and Screen Space Techniques Introduction Applying an edge detection filter Getting ready How to do it... How it works... There's more... Optimization techniques See also Applying a Gaussian blur filter Getting ready How to do it... How it works... There's more... See also Implementing HDR lighting with tone mapping Getting ready How to do it... How it works... There's more... See also Creating a bloom effect Getting ready How to do it... How it works... There's more... See also Using gamma correction to improve image quality How to do it... How it works... There's more... See also Using multisample anti-aliasing Getting ready How to do it... How it works... There's more... See also Using deferred shading Getting ready How to do it... How it works... There's more... See also Screen space ambient occlusion Getting ready How to do it... How it works... See also Configuring the depth test How to do it... How it works... See also Implementing order-independent transparency Getting ready How to do it... How it works... There's more... See also Chapter 7: Using Geometry and Tessellation Shaders Introduction The shader pipeline extended The geometry shader The tessellation shaders Point sprites with the geometry shader Getting ready How to do it... How it works... There's more... See also Drawing a wireframe on top of a shaded mesh Getting ready How to do it... How it works... There's more... See also... Drawing silhouette lines using the geometry shader Getting ready How to do it... How it works... There's more... See also Tessellating a curve Getting ready How to do it... How it works... There's more... See also Tessellating a 2D quad Getting ready How to do it... How it works... See also Tessellating a 3D surface Getting ready How to do it... How it works... See also Tessellating based on depth Getting ready How to do it... How it works... There's more... See also Chapter 8: Shadows Introduction Rendering shadows with shadow maps Getting ready How to do it... How it works... There's more... Aliasing Rendering back faces only for the shadow map See also Anti-aliasing shadow edges with PCF Getting ready How to do it... How it works... There's more... See also Creating soft shadow edges with random sampling Getting ready How to do it... How it works... There's more... See also Creating shadows using shadow volumes and the geometry shader Getting ready How to do it... How it works... There's more... See also Chapter 9: Using Noise in Shaders Introduction Creating a noise texture using GLM Getting ready How to do it... How it works... There's more... See also Creating a seamless noise texture Getting ready How to do it... How it works... See also Creating a cloud-like effect Getting ready How to do it... How it works... There's more... See also Creating a wood-grain effect Getting ready How to do it... How it works... There's more... See also Creating a disintegration effect Getting ready How to do it... How it works... See also Creating a paint-spatter effect Getting ready How to do it... How it works... There's more... See also Creating a rusted metal effect Getting ready How to do it... How it works... See also Creating a night-vision effect Getting ready How to do it... How it works... There's more... See also Chapter 10: Particle Systems and Animation Introduction Animating a surface with vertex displacement Getting ready How to do it... How it works... There's more... See also Creating a particle fountain Getting ready How to do it... How it works... There's more... See also Creating a particle system using transform feedback Getting ready How to do it... How it works... There's more... Using layout qualifiers Querying transform feedback results See also Creating a particle system using instanced meshes Getting ready How to do it... How it works... There's more... See also Simulating fire with particles Getting ready How to do it... How it works... There's more... See also Simulating smoke with particles Getting ready How to do it... How it works... See also Chapter 11: Using Compute Shaders Introduction Compute space and work groups Executing the compute shader Implementing a particle simulation with the compute shader Getting ready How to do it... How it works... See also Creating a fractal texture using the compute shader Getting ready How to do it... How it works... There's more... See also Using the compute shader for cloth simulation Getting ready How to do it... How it works... There's more... See also Implementing an edge detection filter with the compute shader Getting ready How to do it... How it works... There's more... See also Other Books You May Enjoy Index