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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd Edition
Tools
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Simulating fire with particles


To create an effect that roughly simulates fire, we only need to make a few changes to our basic particle system. Since fire is a substance that is only slightly affected by gravity, we don't worry about a downward gravitational acceleration. In fact, we'll actually use a slight upwards acceleration to make the particles spread out near the top of the flame. We'll also spread out the initial positions of the particles so that the base of the flame is not just a single point. Of course, we'll need to use a particle texture that has the red and orange colors associated with flame.

The following image shows an example of the running particle system:

The texture that was used for the particles looks like a light "smudge" of the flame's colors. It is not shown here because it would not be very visible in print.

Getting ready

Start with the basic particle system presented in the recipe Creating a particle system using transform feedback earlier in this chapter.

Set the...

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