Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learn OpenGL

You're reading from   Learn OpenGL Beginner's guide to 3D rendering and game development with OpenGL and C++

Arrow left icon
Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781789340365
Length 208 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Frahaan Hussain Frahaan Hussain
Author Profile Icon Frahaan Hussain
Frahaan Hussain
Arrow right icon
View More author details
Toc

What this book covers

Chapter 1, Setting Up OpenGL, In this chapter, you'll get to learn how to set up OpenGL using various libraries: GLFW, GLEW, SDL, and SFML. We'll learn how to set up our OpenGL projects on Windows and Mac. We also discuss how to link the libraries to your projects using absolute or relative linking, and eventually create the rendering windows to display OpenGL graphics.

Chapter 2, Drawing Shapes and Applying Textures, takes you through drawing various shapes using shaders. We'll begin by drawing a triangle and learn to add color to it. Then, we'll use the triangle concept to draw our quadrilateral and also learn how to add texture to it.

Chapter 3, Transformations, Projections, and Camera, This chapter further builds on the previous chapter. You'll get to grips with applying transformations such as rotation and translation to our shapes, and learn to draw a cube and apply a texture to it. Then, we explore the concepts of projections (perspective and orthographic) and implement those concepts in our game world.

Chapter 4, Effects of lighting, Materials, and Lightmaps, In this chapter we'll learn to apply colors to our objects and how to create a light source such as a lamp in our game world. We'll then look at the effects of light on the objects. You'll understand different types of lighting techniques: ambient, diffused, specular lighting. We'll also explore the various real worl materials and observe the effects of light on the materials. You'll also get to learn about lightmaps in this chapter.

Chapter 5, Types of light sources and combining of lights, This chapter will discuss the different types of light sources such as directional lights, point lights, and spotlights. We'll also learn to combine the lighting effects and the light sources for our game world.

Chapter 6, Implementing a Skybox Using a Cubemap, In this chapter, you'll generate a skybox using a cubemap. You'll learn how to apply textures to the skybox and then create a separate texture file to make loading of textures in the code easier. You'll also learn to draw the skybox and create our game world using it.

Online Chapter, Model Loading, This is a bonus chapter available at https://www.packtpub.com/sites/default/files/downloads/ModelLoading.pdf. In this chapter, you'll learn how to setup Assimp (Open Asset Import Library) on Windows using CMake for all our Model Loading needs. We'll also cover setting up Assimp on Mac OS X and creating a cross-platform Mesh Class. Then we'll explore how to load a 3D model into our game. You'll also get to learn how to create a Model Class to handle loading of our model.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime