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دانلود کتاب OpenGL 4 Shading Language Cookbook

دانلود کتاب کتاب آشپزی OpenGL 4 Shading Language

OpenGL 4 Shading Language Cookbook

مشخصات کتاب

OpenGL 4 Shading Language Cookbook

ویرایش: [3 ed.] 
نویسندگان: ,   
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 

قیمت کتاب (تومان) : 36,000



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فهرست مطالب

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




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