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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Loading and compiling shaders in OpenGL

In Chapter 2, Using Essential Libraries, our tiny OpenGL examples loaded all the GLSL shaders directly from the const char* variables defined inside our source code. While this approach is acceptable in the territory of 100-line demos, it does not scale well beyond that. In this recipe, we will learn how to load, compile, and link shaders and shader programs. This approach will be used throughout the rest of the examples in this book.

Getting ready

Before we can proceed with the actual shader loading, we need two graphics API-agnostic functions. The first one loads a text file as std::string:

std::string readShaderFile(const char* fileName) {
  FILE* file = fopen(fileName, "r");
  if (!file) {
     printf("I/O error. Cannot open '%s'\n", fileName);
     return std::string();
  }
  fseek(file, 0L, SEEK_END);
 &...
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