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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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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
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David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Creating a particle system using instanced meshes


To give more geometric detail to each particle in a particle system, we can draw entire meshes instead of single quads. Instanced rendering is a convenient and efficient way to draw several copies of a particular object. OpenGL provides support for instanced rendering through the functions glDrawArraysInstanced and glDrawElementsInstanced.

In this example, we'll modify the particle system introduced in the previous recipes. Rather than drawing single quads, we'll render a more complex object in the place of each particle. The following image shows an example where each particle is rendered as a shaded torus:

We covered the basics of instanced rendering in the previous recipes, so you may want to review those before reading this one. To draw full meshes, we'll use the same basic technique, with some minor changes.  

We'll also add another attribute to control the rotation of each particle so that each can independently spin at a random rotational...

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