Search icon CANCEL
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
OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

Arrow left icon
Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
Arrow right icon
View More author details
Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing per-vertex and per-fragment point lighting

To give more realism to 3D graphic scenes, we add lighting. In OpenGL's fixed function pipeline, per-vertex lighting is provided (which is deprecated in OpenGL v3.3 and above). Using shaders, we can not only replicate the per-vertex lighting of fixed function pipeline but also go a step further by implementing per-fragment lighting. The per-vertex lighting is also known as Gouraud shading and the per-fragment shading is known as Phong shading. So, without further ado, let's get started.

Getting started

In this recipe, we will render many cubes and a sphere. All of these objects are generated and stored in the buffer objects. For details, refer to the CreateSphere and CreateCube functions in Chapter4/PerVertexLighting/main.cpp. These functions generate both vertex positions as well as per-vertex normals, which are needed for the lighting calculations. All of the lighting calculations take place in the vertex shader of the per...

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